My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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 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.

Firecracker Electro Wizard

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.

Firecracker 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

Damage spells

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

Arrows Freeze The Log

Punishments

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

Battle Ram 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.

Battle Ram 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.

Firecracker 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
Battle Ram
Giant Snowball
Battle Ram
Zap
Firecracker Battle Ram
Barbarian Barrel
Firecracker Battle Ram Electro Wizard
The Log
Firecracker Battle Ram
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Battle Ram Electro Wizard
Fireball
Firecracker Battle Ram Electro Wizard
Poison
Firecracker Electro Wizard
Lightning
Battle Ram Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Freeze 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.

Arrows Battle Ram Freeze 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.

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.

Mirror The Log Arrows Firecracker Battle Ram Freeze Electro Wizard Mega Knight

Shortest cycle

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

8 Mirror The Log Arrows Firecracker

Attack Synergies 3 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.

Arrows
Mirror Battle Ram Freeze Mega Knight
Firecracker
Battle Ram Mirror Mega Knight
Battle Ram
The Log Arrows Firecracker Mirror Freeze Electro Wizard
Mirror
Arrows The Log Firecracker Battle Ram Freeze
Freeze
Arrows Battle Ram Mirror
The Log
Battle Ram Mirror Mega Knight
Electro Wizard
Battle Ram Mega Knight
Mega Knight
Arrows Firecracker The Log Electro Wizard

Defense Synergies 3 11

Arrows
Mirror Mega Knight
Firecracker
The Log Mirror Electro Wizard Mega Knight
Battle Ram
Mirror
Arrows Firecracker The Log Electro Wizard Mega Knight
Freeze
Electro Wizard Mega Knight
The Log
Firecracker Mirror Electro Wizard Mega Knight
Electro Wizard
Firecracker Mirror Freeze The Log Mega Knight
Mega Knight
Arrows Firecracker Mirror Freeze 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.

Firecracker The Log Electro Wizard
Firecracker The Log Electro Wizard Mega Knight
Mega Knight Freeze Electro Wizard
Firecracker Electro Wizard Mega Knight
Arrows Firecracker The Log Mega Knight
Arrows Freeze The Log Firecracker Electro Wizard Mega Knight
Electro Wizard Arrows Firecracker Freeze
Arrows The Log Electro Wizard Mega Knight
Firecracker Electro Wizard Mega Knight
Electro Wizard Arrows Firecracker Freeze The Log Mega Knight
Arrows Firecracker Electro Wizard
Mega Knight Freeze The Log Electro Wizard
Mega Knight Arrows Firecracker Freeze The Log Electro Wizard
Electro Wizard Mega Knight
Freeze The Log Electro Wizard Mega Knight
Mega Knight Arrows Firecracker Electro Wizard
Arrows Mega Knight Firecracker The Log Electro Wizard
Arrows Freeze The Log Firecracker Electro Wizard Mega Knight
Electro Wizard
Mega Knight Arrows Firecracker The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight Electro Wizard
Electro Wizard Arrows Firecracker The Log Mega Knight
Mega Knight The Log Electro Wizard
Mega Knight The Log Electro Wizard
Mega Knight
Arrows Firecracker Freeze Electro Wizard
Electro Wizard
Mega Knight
Freeze Electro Wizard Mega Knight Firecracker The Log
Mega Knight
Mega Knight Arrows The Log Electro Wizard
Mega Knight
Firecracker Mega Knight
Electro Wizard Firecracker Freeze The Log
Arrows Mega Knight Firecracker Freeze The Log Electro Wizard
Arrows

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.)

Arrows Firecracker Freeze The Log
Arrows Firecracker The Log Electro Wizard
Arrows The Log
Arrows Firecracker Freeze The Log
Arrows Firecracker The Log Mega Knight
Arrows Firecracker Freeze
Arrows Firecracker The Log
Arrows The Log Firecracker Freeze
Arrows The Log Firecracker
Electro Wizard
Firecracker Arrows The Log Electro Wizard
Arrows Firecracker
Firecracker The Log
Arrows Firecracker Freeze
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker The Log Mega Knight
Arrows Freeze
Arrows Firecracker The Log Electro Wizard Mega Knight
Arrows Firecracker The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows The Log
Arrows Firecracker Freeze The Log Mega Knight
Arrows Firecracker The Log Electro Wizard
Arrows The Log Mega Knight
Arrows Firecracker The Log
Arrows Firecracker Electro Wizard
Electro Wizard Firecracker Freeze
Arrows The Log Mega Knight
Arrows Firecracker Freeze Electro Wizard
Mega Knight
Arrows Firecracker The Log
Electro Wizard Freeze
Arrows Firecracker Electro Wizard
Freeze
Arrows The Log
Firecracker Electro Wizard Mega Knight
Arrows The Log Firecracker
Arrows
Firecracker Mega Knight
Firecracker Freeze The Log Electro Wizard
Firecracker Electro Wizard
Firecracker Freeze The Log Electro Wizard Mega Knight

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