My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
F2P score
Mediocre

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Goblin Gang Inferno Tower Witch Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Witch Electro Wizard Mega Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Gang Hog Rider Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang Hog Rider Mega Knight

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Hog Rider Electro Wizard

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Goblin Gang Hog Rider
Giant Snowball
Goblin Gang Hog Rider Witch
Zap
Goblin Gang Inferno Tower Witch
Barbarian Barrel
Goblin Gang Inferno Tower Witch Electro Wizard
The Log
Goblin Gang Hog Rider Witch
Earthquake
Goblin Gang Hog Rider Inferno Tower Witch
Arrows
Goblin Gang Witch
Royal Delivery
Goblin Gang Hog Rider Witch Electro Wizard
Fireball
Goblin Gang Hog Rider Inferno Tower Witch Electro Wizard
Poison
Goblin Gang Inferno Tower Witch Electro Wizard
Lightning
Inferno Tower Witch Electro Wizard
Rocket
Hog Rider Inferno Tower Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Mega Knight

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Inferno Tower Mega Knight

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Goblin Gang Witch Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap The Log Goblin Gang Hog Rider Electro Wizard Inferno Tower Witch Mega Knight

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

11 Zap The Log Goblin Gang Hog Rider

Attack Synergies 4 9

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Zap
Hog Rider Electro Wizard Witch The Log Mega Knight
Goblin Gang
Hog Rider
Hog Rider
Zap Goblin Gang The Log Witch Electro Wizard Mega Knight
Inferno Tower
Witch
Zap Hog Rider Mega Knight
The Log
Hog Rider Zap Mega Knight
Electro Wizard
Zap Hog Rider Mega Knight
Mega Knight
Zap Hog Rider Witch The Log Electro Wizard

Defense Synergies 5 13

Zap
Electro Wizard Mega Knight Goblin Gang Inferno Tower Witch The Log
Goblin Gang
Inferno Tower Zap The Log Electro Wizard
Hog Rider
Inferno Tower
Goblin Gang The Log Electro Wizard Zap Mega Knight
Witch
Zap The Log Electro Wizard Mega Knight
The Log
Inferno Tower Zap Goblin Gang Witch Electro Wizard Mega Knight
Electro Wizard
Zap Inferno Tower Goblin Gang Witch The Log Mega Knight
Mega Knight
Zap Inferno Tower Witch The Log Electro Wizard

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Zap Inferno Tower The Log Electro Wizard
Inferno Tower Zap Goblin Gang Witch The Log Electro Wizard Mega Knight
Goblin Gang Inferno Tower Witch Mega Knight Electro Wizard
Inferno Tower Witch Goblin Gang Electro Wizard Mega Knight
The Log Mega Knight
Goblin Gang The Log Zap Electro Wizard Mega Knight
Inferno Tower Electro Wizard Zap Goblin Gang Witch
Zap Inferno Tower The Log Electro Wizard Mega Knight
Inferno Tower Witch Goblin Gang
Goblin Gang Inferno Tower Electro Wizard Mega Knight
Goblin Gang Witch Electro Wizard Zap The Log Mega Knight
Inferno Tower Zap Goblin Gang Witch Electro Wizard
Inferno Tower Mega Knight Zap Goblin Gang Witch The Log Electro Wizard
Mega Knight Zap Goblin Gang Witch The Log Electro Wizard
Inferno Tower Goblin Gang Electro Wizard Mega Knight
Inferno Tower Zap Goblin Gang The Log Electro Wizard Mega Knight
Mega Knight Goblin Gang Inferno Tower Witch Electro Wizard
Mega Knight Zap Goblin Gang Witch The Log Electro Wizard
Zap Witch The Log Electro Wizard Mega Knight
Inferno Tower Electro Wizard
Goblin Gang Mega Knight Witch The Log Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Goblin Gang Mega Knight Zap Inferno Tower Witch Electro Wizard
Electro Wizard Zap Goblin Gang The Log Mega Knight
Goblin Gang Mega Knight Zap Inferno Tower Witch The Log Electro Wizard
Goblin Gang Mega Knight Zap Inferno Tower The Log Electro Wizard
Inferno Tower Goblin Gang Witch Mega Knight
Zap Goblin Gang Witch Electro Wizard
Goblin Gang Inferno Tower Witch Electro Wizard
Inferno Tower Mega Knight
Zap Electro Wizard Mega Knight Inferno Tower Witch The Log
Inferno Tower Witch Goblin Gang
Mega Knight Inferno Tower Witch
Mega Knight Zap The Log Electro Wizard
Mega Knight Goblin Gang Inferno Tower Witch
Witch Mega Knight
Goblin Gang Inferno Tower Witch Electro Wizard Zap The Log
Mega Knight Zap Inferno Tower Witch The Log Electro Wizard
Zap Inferno Tower Electro Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

The Log
Zap The Log Electro Wizard
The Log
The Log
Zap The Log Mega Knight
Zap Witch
Witch The Log
The Log Zap
The Log Zap
Goblin Gang Electro Wizard
Zap The Log Electro Wizard
Zap
The Log
Zap The Log
Zap Witch The Log
The Log Mega Knight
Zap The Log Electro Wizard Mega Knight
Zap Witch The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap The Log Witch Mega Knight
Witch
The Log Zap Witch Electro Wizard
Zap Witch The Log Mega Knight
Zap The Log
Zap Witch Electro Wizard
Zap Electro Wizard Witch
Zap The Log Mega Knight
Zap Electro Wizard
Mega Knight
The Log
Zap Electro Wizard Goblin Gang Witch
Zap Witch Electro Wizard
The Log
Goblin Gang Electro Wizard Mega Knight
The Log Zap
Zap
Mega Knight
Zap Goblin Gang Witch The Log Electro Wizard
Zap Witch Electro Wizard
Zap Witch The Log Electro Wizard Mega Knight
Mega Knight

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