My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Little Prince Golden Knight Skeleton King Mighty Miner Archer Queen Monk

Deck tips

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

PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Minions Tesla Electro Wizard

Defensive buildings

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

Tesla

Investments

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

Knight Tesla Battle Ram Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Battle Ram Wall Breakers

Damage spells

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

The Log

Punishments

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

Battle Ram Wall Breakers 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.

Knight Battle Ram Wall Breakers 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.

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
Minions Battle Ram Wall Breakers
Giant Snowball
Minions Battle Ram Wall Breakers
Zap
Minions Battle Ram Wall Breakers
Barbarian Barrel
Knight Tesla Battle Ram Wall Breakers Electro Wizard
The Log
Battle Ram Wall Breakers
Earthquake
Tesla
Arrows
Minions Wall Breakers
Royal Delivery
Knight Minions Battle Ram Wall Breakers Electro Wizard
Fireball
Minions Tesla Battle Ram Wall Breakers Electro Wizard
Poison
Minions Electro Wizard
Lightning
Knight Tesla Battle Ram Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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.

Knight Battle Ram 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.

Minions 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.

Wall Breakers The Log Knight Minions Tesla Battle Ram Electro Wizard Mega Knight

Shortest cycle

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

10 Wall Breakers The Log Knight Minions

Attack Synergies 5 11

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.

Knight
Minions Battle Ram Wall Breakers The Log Electro Wizard
Minions
Knight Mega Knight Battle Ram Wall Breakers
Tesla
Battle Ram
Knight The Log Minions Wall Breakers Electro Wizard
Wall Breakers
Knight Minions Battle Ram The Log Electro Wizard Mega Knight
The Log
Battle Ram Knight Wall Breakers Mega Knight
Electro Wizard
Knight Battle Ram Wall Breakers Mega Knight
Mega Knight
Minions Wall Breakers The Log Electro Wizard

Defense Synergies 4 9

Knight
Minions Tesla Electro Wizard The Log
Minions
Knight Tesla The Log Electro Wizard Mega Knight
Tesla
Knight The Log Minions Electro Wizard
Battle Ram
Wall Breakers
The Log
Tesla Knight Minions Electro Wizard Mega Knight
Electro Wizard
Knight Minions Tesla The Log Mega Knight
Mega Knight
Minions 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.

Knight Minions Tesla The Log Electro Wizard
Knight Minions Tesla The Log Electro Wizard Mega Knight
Tesla Mega Knight Knight Minions Electro Wizard
Tesla Knight Minions Electro Wizard Mega Knight
The Log Mega Knight
The Log Minions Tesla Electro Wizard Mega Knight
Minions Tesla Electro Wizard
Tesla The Log Electro Wizard Mega Knight
Tesla Minions
Knight Tesla Electro Wizard Mega Knight
Minions Electro Wizard Knight Tesla The Log Mega Knight
Minions Tesla Electro Wizard
Tesla Mega Knight Knight Minions The Log Electro Wizard
Mega Knight Minions Tesla The Log Electro Wizard
Knight Tesla Electro Wizard Mega Knight
Tesla The Log Electro Wizard Mega Knight
Tesla Mega Knight Knight Minions Electro Wizard
Tesla Mega Knight Knight Minions The Log Electro Wizard
The Log Knight Minions Tesla Electro Wizard Mega Knight
Tesla Electro Wizard
Mega Knight Knight Minions Tesla The Log Electro Wizard

Counters to secondary win conditions

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

Knight Mega Knight Tesla Electro Wizard
Electro Wizard Knight Tesla The Log Mega Knight
Mega Knight Knight Minions The Log Electro Wizard
Mega Knight Knight Tesla The Log Electro Wizard
Knight Tesla Mega Knight
Minions Tesla Electro Wizard
Knight Minions Tesla Electro Wizard
Mega Knight Knight Tesla
Electro Wizard Mega Knight Knight Minions The Log
Tesla
Mega Knight Knight Minions Tesla
Mega Knight The Log Electro Wizard
Mega Knight Knight Tesla
Tesla Mega Knight
Tesla Electro Wizard Knight Minions The Log
Minions Mega Knight Tesla 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.)

Knight The Log
The Log Electro Wizard
The Log
Knight The Log
The Log Mega Knight
Minions
The Log
The Log
The Log
Minions Electro Wizard
Knight The Log Electro Wizard
Knight The Log
Minions
The Log
The Log
The Log Mega Knight
Minions
The Log Electro Wizard Mega Knight
The Log Mega Knight
Minions The Log Mega Knight
The Log
The Log
The Log Mega Knight
The Log Electro Wizard
The Log Mega Knight
The Log
Electro Wizard
Electro Wizard Minions
The Log Mega Knight
Electro Wizard
Mega Knight
The Log
Electro Wizard Minions
Electro Wizard
The Log
Knight Electro Wizard Mega Knight
The Log
Mega Knight
Minions The Log Electro Wizard
Electro Wizard
The Log Electro Wizard Mega Knight

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