My Best Clash Royale Deck

Deck Check Rating

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

3 problems Why?

Missing cards in your collection

Ice Wizard Lumberjack 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Electro Wizard

Defensive buildings

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

Bomb Tower

Investments

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

Electro Giant Electro Wizard Mega Knight Mighty Miner

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Earthquake The Log

Punishments

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

Electro Giant Mega Knight

Pump responses

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

Earthquake

Dropped at the bridge

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

Goblins Electro Giant Mega Knight Mighty Miner

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 Mighty 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
Mighty Miner
Giant Snowball
Goblins Mighty Miner
Zap
Goblins Mighty Miner
Barbarian Barrel
Goblins Bomb Tower Electro Wizard
The Log
Goblins
Earthquake
Bomb Tower
Arrows
Goblins
Royal Delivery
Goblins Electro Wizard
Fireball
Bomb Tower Electro Wizard Mighty Miner
Poison
Bomb Tower Electro Wizard
Lightning
Bomb Tower Electro Wizard Mighty Miner
Rocket
Bomb Tower Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Bomb Tower Electro Giant 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.

Electro Giant Mega Knight Mighty Miner

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.

Goblins 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins The Log Earthquake Bomb Tower Electro Wizard Mighty Miner Electro Giant Mega Knight

Shortest cycle

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

11 Goblins The Log Earthquake Bomb Tower

Attack Synergies 0 5

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.

Goblins
Earthquake
Electro Giant The Log Mega Knight
Bomb Tower
Electro Giant
Earthquake
The Log
Earthquake Mega Knight
Electro Wizard
Mega Knight
Mega Knight
Earthquake The Log Electro Wizard
Mighty Miner

Defense Synergies 1 9

Goblins
The Log Electro Wizard
Earthquake
Bomb Tower The Log Mega Knight
Bomb Tower
The Log Earthquake Electro Wizard
Electro Giant
The Log
Bomb Tower Goblins Earthquake Electro Wizard Mega Knight
Electro Wizard
Goblins Bomb Tower The Log Mega Knight
Mega Knight
Earthquake The Log Electro Wizard
Mighty Miner

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.

Earthquake The Log Electro Wizard
Bomb Tower Goblins The Log Electro Wizard Mega Knight
Bomb Tower Mega Knight Goblins Electro Wizard
Bomb Tower Goblins Electro Wizard Mega Knight
Earthquake Bomb Tower The Log Mega Knight
The Log Goblins Earthquake Bomb Tower Electro Wizard Mega Knight
Electro Wizard Bomb Tower
Earthquake Bomb Tower Electro Giant The Log Electro Wizard Mega Knight
Mighty Miner Goblins Bomb Tower
Goblins Electro Wizard Mega Knight
Goblins Electro Wizard Earthquake Bomb Tower Electro Giant The Log Mega Knight
Electro Wizard
Bomb Tower Mega Knight Earthquake The Log Electro Wizard
Bomb Tower Mega Knight Goblins Earthquake The Log Electro Wizard
Bomb Tower Electro Wizard Mega Knight
Bomb Tower Electro Giant The Log Electro Wizard Mega Knight
Bomb Tower Mega Knight Goblins Electro Wizard
Bomb Tower Mega Knight Goblins The Log Electro Wizard
Earthquake Bomb Tower The Log Electro Wizard Mega Knight
Bomb Tower Electro Wizard
Mega Knight Goblins Earthquake Bomb Tower Electro Giant The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight Goblins Electro Giant Electro Wizard
Electro Wizard Bomb Tower The Log Mega Knight
Mega Knight Goblins Bomb Tower The Log Electro Wizard
Mega Knight The Log Electro Wizard
Mega Knight Mighty Miner
Electro Giant Bomb Tower Electro Wizard
Goblins Bomb Tower Electro Wizard
Mega Knight Mighty Miner Bomb Tower
Electro Wizard Mega Knight Goblins Bomb Tower The Log
Mega Knight Bomb Tower
Mega Knight Electro Giant The Log Electro Wizard
Mega Knight Bomb Tower
Bomb Tower Electro Giant Mega Knight
Electro Giant Electro Wizard Goblins Bomb Tower The Log Mighty Miner
Mega Knight Earthquake Bomb Tower Electro Giant The Log Electro Wizard Mighty Miner
Bomb Tower

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.)

Earthquake The Log
The Log Electro Wizard
Earthquake The Log
Earthquake The Log
Earthquake The Log Mega Knight
Electro Giant
Earthquake The Log
Earthquake The Log
The Log
Goblins Electro Wizard
Earthquake The Log Electro Wizard
Earthquake The Log
Earthquake
Earthquake The Log
Earthquake The Log
Earthquake The Log Mega Knight
Earthquake
Earthquake The Log Electro Wizard Mega Knight
Earthquake Electro Giant The Log Mega Knight
Earthquake The Log Mega Knight
The Log
Earthquake The Log
Earthquake Electro Giant The Log Mega Knight
The Log Earthquake Electro Wizard
The Log Mega Knight
The Log
Electro Giant Electro Wizard
Electro Wizard Electro Giant
Earthquake The Log Mega Knight
Electro Wizard
Mighty Miner Mega Knight
Earthquake The Log
Earthquake Electro Wizard
Electro Wizard
The Log
Electro Wizard Mega Knight
The Log Earthquake
Electro Giant
Mega Knight
Electro Giant The Log Electro Wizard
Electro Wizard
Electro Giant The Log Electro Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: