My Best Clash Royale Deck

Deck Check Rating

Attack
RIP
Defense
Godly!
Synergy
RIP
Versatility
Good
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!

Similar decks

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 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.

Fireball Rocket Freeze The Log

Pump responses

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

Fireball Rocket

Dropped at the bridge

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

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
Giant Snowball
Zap
Inferno Tower
Barbarian Barrel
Knight Inferno Tower Wizard Electro Wizard
The Log
Earthquake
Inferno Tower
Arrows
Royal Delivery
Knight Wizard 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.

Fireball Wizard Rocket Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Rocket Freeze 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 Rocket Freeze

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Fireball 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.

The Log Knight Fireball Freeze Electro Wizard Inferno Tower Wizard Rocket

Shortest cycle

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

13 The Log Knight Fireball Freeze

Attack Synergies 0 7

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
Fireball Wizard The Log Electro Wizard
Fireball
Knight Freeze The Log Electro Wizard
Inferno Tower
Wizard
Knight
Rocket
Freeze
Fireball
The Log
Knight Fireball
Electro Wizard
Knight Fireball

Defense Synergies 5 12

Knight
Inferno Tower Electro Wizard Fireball Wizard The Log
Fireball
The Log Knight Inferno Tower Freeze Electro Wizard
Inferno Tower
Knight The Log Electro Wizard Fireball
Wizard
Knight Freeze The Log Electro Wizard
Rocket
The Log
Freeze
Fireball Wizard Electro Wizard
The Log
Fireball Inferno Tower Knight Wizard Rocket Electro Wizard
Electro Wizard
Knight Inferno Tower Fireball Wizard Freeze 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.

Rocket Knight Fireball Inferno Tower Wizard The Log Electro Wizard
Inferno Tower Knight The Log Electro Wizard
Inferno Tower Rocket Knight Freeze Electro Wizard
Inferno Tower Knight Electro Wizard
Fireball Rocket The Log
Fireball Freeze The Log Electro Wizard
Inferno Tower Rocket Electro Wizard Fireball Wizard Freeze
Rocket Fireball Inferno Tower The Log Electro Wizard
Inferno Tower
Knight Inferno Tower Electro Wizard
Electro Wizard Knight Fireball Wizard Freeze The Log
Inferno Tower Fireball Wizard Electro Wizard
Inferno Tower Knight Fireball Wizard Rocket Freeze The Log Electro Wizard
Fireball Wizard Rocket Freeze The Log Electro Wizard
Inferno Tower Knight Electro Wizard
Inferno Tower Rocket Fireball Freeze The Log Electro Wizard
Wizard Knight Fireball Inferno Tower Electro Wizard
Fireball Knight Wizard The Log Electro Wizard
Wizard Freeze The Log Knight Fireball Electro Wizard
Inferno Tower Electro Wizard
Wizard Knight Fireball The Log Electro Wizard

Counters to secondary win conditions

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

Knight Fireball Inferno Tower Electro Wizard
Fireball Electro Wizard Knight Wizard Rocket The Log
Knight Inferno Tower Rocket The Log Electro Wizard
Rocket Knight Fireball Inferno Tower The Log Electro Wizard
Inferno Tower Knight
Fireball Wizard Rocket Freeze Electro Wizard
Rocket Knight Fireball Inferno Tower Electro Wizard
Inferno Tower Knight
Rocket Freeze Electro Wizard Knight Fireball Inferno Tower The Log
Inferno Tower
Knight Inferno Tower
Rocket Fireball The Log Electro Wizard
Rocket Knight Fireball Inferno Tower Wizard
Wizard Fireball
Inferno Tower Electro Wizard Knight Fireball Rocket Freeze The Log
Fireball Inferno Tower Wizard Freeze 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.)

Fireball Knight Rocket Freeze The Log
Fireball The Log Electro Wizard
Rocket Fireball The Log
Knight Fireball Rocket Freeze The Log
Fireball Wizard Rocket The Log
Fireball Wizard Rocket Freeze
Wizard The Log
Fireball The Log Wizard Freeze
Fireball The Log Wizard
Rocket Fireball Electro Wizard
Rocket Knight Fireball Wizard The Log Electro Wizard
Fireball Wizard Rocket
Rocket Knight Fireball The Log
Fireball Rocket Freeze
Fireball The Log
Rocket Fireball Wizard The Log
Fireball Wizard Rocket The Log
Fireball Rocket Freeze
Rocket
Rocket Fireball Wizard The Log Electro Wizard
Rocket Fireball Wizard The Log
Rocket Fireball The Log
Rocket Fireball Wizard
Rocket The Log
Rocket Fireball The Log
Freeze The Log Fireball Wizard
Fireball The Log Wizard Electro Wizard
Fireball Wizard The Log
Fireball Rocket The Log
Fireball Wizard Electro Wizard
Rocket Electro Wizard Fireball Wizard Freeze
Fireball
Fireball Wizard Rocket The Log
Rocket Fireball Freeze Electro Wizard
Rocket Fireball Wizard The Log
Electro Wizard Fireball Rocket Freeze
Fireball Rocket Wizard Electro Wizard
Freeze
The Log Fireball
Fireball Knight Wizard Rocket Electro Wizard
The Log Fireball Wizard
Rocket Fireball
Fireball Rocket Freeze The Log Electro Wizard
Fireball Rocket Electro Wizard
Fireball Rocket Freeze The Log Electro Wizard

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