My Best Clash Royale Deck

Deck Check Rating

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

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 anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

Fire Spirit Electro Dragon Night Witch

Defensive buildings

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

Missing

Investments

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

Knight Elixir Golem Dark Prince Electro Dragon Night Witch

Offensive cards

Win conditions

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

Elixir Golem Miner

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.

Elixir Golem Dark Prince Miner

Pump responses

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

Miner

Dropped at the bridge

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

Fire Spirit Knight Elixir Golem Dark Prince

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.

Dark Prince Electro Dragon Miner

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
Elixir Golem Dark Prince Miner Night Witch
Giant Snowball
Fire Spirit Electro Dragon Miner Night Witch
Zap
Fire Spirit Dark Prince Night Witch
Barbarian Barrel
Fire Spirit Knight Elixir Golem Dark Prince Night Witch
The Log
Fire Spirit Elixir Golem Dark Prince
Earthquake
Elixir Golem
Arrows
Fire Spirit Night Witch
Royal Delivery
Fire Spirit Knight Elixir Golem Dark Prince Electro Dragon Miner Night Witch
Fireball
Elixir Golem Electro Dragon Night Witch
Poison
Elixir Golem Electro Dragon Night Witch
Lightning
Knight Dark Prince Electro Dragon Night Witch
Rocket
Electro Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Dark Prince Electro Dragon The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Knight Elixir Golem Dark Prince Miner Night Witch

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.

Fire Spirit

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit The Log Knight Elixir Golem Miner Dark Prince Night Witch Electro Dragon

Shortest cycle

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

9 Fire Spirit The Log Knight Elixir Golem

Attack Synergies 2 12

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.

Fire Spirit
Miner Knight Elixir Golem Dark Prince
Knight
Fire Spirit Electro Dragon The Log Miner Night Witch
Elixir Golem
Night Witch Fire Spirit Electro Dragon The Log
Dark Prince
Fire Spirit Miner
Electro Dragon
Knight Elixir Golem Miner
The Log
Knight Elixir Golem Miner
Miner
Fire Spirit Knight Dark Prince Electro Dragon The Log
Night Witch
Elixir Golem Knight

Defense Synergies 2 9

Fire Spirit
Knight The Log
Knight
Fire Spirit Electro Dragon The Log Night Witch
Elixir Golem
Dark Prince
Electro Dragon The Log Night Witch
Electro Dragon
Knight Dark Prince The Log
The Log
Fire Spirit Knight Dark Prince Electro Dragon Miner Night Witch
Miner
The Log
Night Witch
Knight Dark Prince 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.

Knight Electro Dragon The Log
Knight Dark Prince Electro Dragon The Log Night Witch
Fire Spirit Knight Dark Prince Electro Dragon Night Witch
Night Witch Knight Dark Prince Electro Dragon
Dark Prince The Log
The Log Fire Spirit Dark Prince Electro Dragon Night Witch
Fire Spirit Electro Dragon Night Witch
Electro Dragon The Log
Night Witch
Knight Fire Spirit Dark Prince Miner Night Witch
Knight Dark Prince Electro Dragon The Log Night Witch
Electro Dragon Night Witch
Night Witch Fire Spirit Knight Dark Prince Electro Dragon The Log
Fire Spirit Dark Prince Electro Dragon The Log Night Witch
Knight
The Log
Knight Dark Prince Electro Dragon Night Witch
Fire Spirit Knight Dark Prince Electro Dragon The Log Night Witch
The Log Fire Spirit Knight Dark Prince Electro Dragon
Dark Prince Fire Spirit Knight Electro Dragon The Log Night Witch

Counters to secondary win conditions

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

Knight Dark Prince
Knight Electro Dragon The Log Miner
Knight Dark Prince Electro Dragon The Log
Dark Prince Knight The Log Night Witch
Knight Dark Prince Night Witch
Fire Spirit Electro Dragon
Dark Prince Knight Night Witch
Knight Dark Prince
Electro Dragon Knight Dark Prince The Log
Knight Dark Prince Electro Dragon
Dark Prince The Log
Dark Prince Knight Night Witch
Electro Dragon
Electro Dragon Knight Dark Prince The Log Night Witch
Dark Prince Electro Dragon The Log

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 Electro Dragon The Log
Electro Dragon The Log Miner
Electro Dragon The Log Miner
Knight Dark Prince The Log
Fire Spirit Dark Prince The Log
Fire Spirit Electro Dragon
Fire Spirit The Log
The Log Fire Spirit Electro Dragon
The Log Miner Electro Dragon
Fire Spirit Electro Dragon Night Witch
Miner Knight Dark Prince Electro Dragon The Log
Fire Spirit Electro Dragon
Fire Spirit Knight The Log Miner
Electro Dragon
The Log
Electro Dragon The Log
Electro Dragon The Log
Night Witch
Fire Spirit Dark Prince Electro Dragon The Log
Fire Spirit Electro Dragon The Log Miner
The Log Night Witch
The Log
Electro Dragon The Log
The Log Fire Spirit Dark Prince Electro Dragon
The Log Miner Electro Dragon
Electro Dragon The Log Miner
Miner The Log
Fire Spirit Electro Dragon Night Witch
Electro Dragon
Night Witch
Electro Dragon The Log Miner Night Witch
Electro Dragon
The Log
Fire Spirit Dark Prince Electro Dragon Night Witch
Fire Spirit Electro Dragon
The Log
Miner Knight Dark Prince Electro Dragon
The Log Electro Dragon
Dark Prince Electro Dragon
Electro Dragon The Log
Electro Dragon
Electro Dragon Dark Prince The Log Miner

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