My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

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

Inferno Tower Wizard 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.

Knight Wizard Giant Skeleton Electro Wizard

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Lightning The Log

Pump responses

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

Lightning

Dropped at the bridge

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

Knight Giant Skeleton

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.

Giant Skeleton 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
Giant Skeleton
Giant Snowball
Zap
Inferno Tower
Barbarian Barrel
Knight Inferno Tower Wizard Giant Skeleton Electro Wizard
The Log
Giant Skeleton
Earthquake
Inferno Tower
Arrows
Royal Delivery
Knight Wizard Giant Skeleton Electro Wizard
Fireball
Inferno Tower Wizard Electro Wizard
Poison
Inferno Tower Wizard Electro Wizard
Lightning
Knight Inferno Tower Wizard Electro Wizard
Rocket
Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard The Log

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.

Knight Inferno Tower Giant Skeleton

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.

Wizard 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 Knight Electro Wizard Inferno Tower Wizard Giant Skeleton Lightning

Shortest cycle

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

11 Zap The Log Knight Electro Wizard

Attack Synergies 1 10

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
Electro Wizard Knight Giant Skeleton The Log
Knight
Zap Wizard The Log Electro Wizard
Inferno Tower
Wizard
Knight Giant Skeleton
Giant Skeleton
Zap Wizard Lightning The Log Electro Wizard
Lightning
Giant Skeleton
The Log
Zap Knight Giant Skeleton
Electro Wizard
Zap Knight Giant Skeleton

Defense Synergies 5 13

Zap
Electro Wizard Knight Inferno Tower Giant Skeleton The Log
Knight
Inferno Tower Electro Wizard Zap Wizard The Log
Inferno Tower
Knight The Log Electro Wizard Zap
Wizard
Knight Giant Skeleton The Log Electro Wizard
Giant Skeleton
Zap Wizard The Log Electro Wizard
Lightning
The Log
The Log
Inferno Tower Zap Knight Wizard Giant Skeleton Lightning Electro Wizard
Electro Wizard
Zap Knight Inferno Tower Wizard Giant Skeleton The Log

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.

Lightning Zap Knight Inferno Tower Wizard The Log Electro Wizard
Inferno Tower Zap Knight The Log Electro Wizard
Inferno Tower Knight Giant Skeleton Lightning Electro Wizard
Inferno Tower Knight Electro Wizard
Lightning Giant Skeleton The Log
The Log Zap Electro Wizard
Inferno Tower Lightning Electro Wizard Zap Wizard
Lightning Zap Inferno Tower Giant Skeleton The Log Electro Wizard
Inferno Tower
Knight Inferno Tower Giant Skeleton Electro Wizard
Electro Wizard Zap Knight Wizard Giant Skeleton The Log
Inferno Tower Zap Wizard Electro Wizard
Inferno Tower Zap Knight Wizard Giant Skeleton Lightning The Log Electro Wizard
Wizard Zap The Log Electro Wizard
Inferno Tower Knight Electro Wizard
Inferno Tower Zap Lightning The Log Electro Wizard
Wizard Knight Inferno Tower Electro Wizard
Zap Knight Wizard The Log Electro Wizard
Zap Wizard The Log Knight Giant Skeleton Electro Wizard
Inferno Tower Electro Wizard
Wizard Knight Giant Skeleton The Log Electro Wizard

Counters to secondary win conditions

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

Knight Zap Inferno Tower Giant Skeleton Electro Wizard
Electro Wizard Zap Knight Wizard Lightning The Log
Giant Skeleton Zap Knight Inferno Tower Lightning The Log Electro Wizard
Giant Skeleton Lightning Zap Knight Inferno Tower The Log Electro Wizard
Inferno Tower Giant Skeleton Knight
Wizard Zap Electro Wizard
Knight Inferno Tower Giant Skeleton Lightning Electro Wizard
Inferno Tower Giant Skeleton Knight
Zap Giant Skeleton Lightning Electro Wizard Knight Inferno Tower The Log
Inferno Tower
Knight Inferno Tower Giant Skeleton
Lightning Zap Giant Skeleton The Log Electro Wizard
Giant Skeleton Lightning Knight Inferno Tower Wizard
Wizard
Inferno Tower Electro Wizard Zap Knight Giant Skeleton Lightning The Log
Zap Inferno Tower Wizard Giant Skeleton The Log 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.)

Lightning Knight Giant Skeleton The Log
Zap The Log Electro Wizard
Lightning Giant Skeleton The Log
Lightning Knight Giant Skeleton The Log
Wizard Zap The Log
Wizard Zap
Wizard The Log
The Log Zap Wizard Lightning
The Log Zap Wizard Lightning
Lightning Electro Wizard
Lightning Zap Knight Wizard The Log Electro Wizard
Lightning Zap Wizard
Lightning Knight The Log
Lightning
Lightning Zap The Log
Lightning Zap Wizard The Log
Lightning Wizard The Log
Lightning
Lightning
Lightning Zap Wizard The Log Electro Wizard
Lightning Zap Wizard The Log
Lightning Giant Skeleton The Log
Lightning Wizard
Lightning The Log
Lightning Zap The Log
Zap The Log Wizard
The Log Zap Wizard Lightning Electro Wizard
Lightning Zap Wizard The Log
Lightning Zap The Log
Lightning Zap Wizard Electro Wizard
Zap Lightning Electro Wizard Wizard
Lightning
Lightning Zap Wizard The Log
Zap Lightning Electro Wizard
Giant Skeleton
Wizard Lightning The Log
Zap Lightning Electro Wizard
Lightning Zap Wizard Electro Wizard
The Log
Lightning Knight Wizard Electro Wizard
The Log Zap Wizard Lightning
Lightning Zap Giant Skeleton
Zap Giant Skeleton Lightning The Log Electro Wizard
Zap Lightning Electro Wizard
Lightning Zap Giant Skeleton The Log Electro Wizard

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