My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Inferno Tower 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 Prince Bandit Mega Knight

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.

The Log

Punishments

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

Prince Bandit 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 Prince Bandit 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.

Bandit

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
Guards Prince Bandit
Giant Snowball
Guards
Zap
Inferno Tower Guards Prince Bandit
Barbarian Barrel
Knight Inferno Tower Wizard Guards Bandit
The Log
Guards Prince Bandit
Earthquake
Inferno Tower Guards
Arrows
Guards
Royal Delivery
Knight Wizard Guards Prince Bandit
Fireball
Inferno Tower Wizard Bandit
Poison
Inferno Tower Wizard Guards
Lightning
Knight Inferno Tower Wizard Prince Bandit
Rocket
Inferno Tower Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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 Inferno Tower Guards Prince 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.

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.

The Log Knight Guards Bandit Inferno Tower Wizard Prince Mega Knight

Shortest cycle

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

11 The Log Knight Guards Bandit

Attack Synergies 1 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.

Knight
Wizard Prince The Log
Inferno Tower
Wizard
Knight Prince Bandit Mega Knight
Guards
The Log Bandit
Prince
Mega Knight Knight Wizard The Log
The Log
Knight Guards Prince Bandit Mega Knight
Bandit
Wizard Guards The Log Mega Knight
Mega Knight
Prince Wizard The Log Bandit

Defense Synergies 4 15

Knight
Inferno Tower Wizard The Log
Inferno Tower
Knight Guards The Log Prince Bandit Mega Knight
Wizard
Knight Guards Prince The Log Bandit Mega Knight
Guards
Inferno Tower Wizard Prince The Log
Prince
The Log Inferno Tower Wizard Guards
The Log
Inferno Tower Prince Knight Wizard Guards Bandit Mega Knight
Bandit
Inferno Tower Wizard The Log Mega Knight
Mega Knight
Inferno Tower Wizard The Log Bandit

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 Inferno Tower Wizard The Log
Inferno Tower Knight Prince The Log Bandit Mega Knight
Inferno Tower Prince Mega Knight Knight Bandit
Inferno Tower Prince Knight Guards Bandit Mega Knight
Prince The Log Mega Knight
The Log Guards Bandit Mega Knight
Inferno Tower Wizard
Inferno Tower The Log Bandit Mega Knight
Inferno Tower Prince
Knight Guards Inferno Tower Prince Bandit Mega Knight
Guards Knight Wizard The Log Bandit Mega Knight
Inferno Tower Wizard
Inferno Tower Prince Mega Knight Knight Wizard Guards The Log Bandit
Wizard Mega Knight Guards Prince The Log
Inferno Tower Knight Prince Bandit Mega Knight
Inferno Tower Prince The Log Bandit Mega Knight
Wizard Mega Knight Knight Inferno Tower Prince
Mega Knight Knight Wizard Guards Prince The Log Bandit
Wizard The Log Knight Guards Bandit Mega Knight
Inferno Tower Prince
Wizard Mega Knight Knight Guards Prince The Log Bandit

Counters to secondary win conditions

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

Knight Guards Mega Knight Inferno Tower Prince Bandit
Bandit Knight Wizard Prince The Log Mega Knight
Guards Bandit Mega Knight Knight Inferno Tower Prince The Log
Guards Prince Mega Knight Knight Inferno Tower The Log Bandit
Inferno Tower Knight Guards Prince Bandit Mega Knight
Wizard
Guards Prince Knight Inferno Tower Bandit
Inferno Tower Mega Knight Knight Prince
Mega Knight Knight Inferno Tower Prince The Log Bandit
Inferno Tower Guards
Mega Knight Knight Inferno Tower Guards Prince
Mega Knight Guards Prince The Log
Prince Mega Knight Knight Inferno Tower Wizard Guards Bandit
Wizard Mega Knight
Inferno Tower Guards Knight Prince The Log
Mega Knight Inferno Tower Wizard The Log
Inferno Tower
Mega Knight
Inferno Tower Guards

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 Guards The Log Bandit
The Log Bandit
The Log Bandit
Knight Guards Prince The Log
Wizard The Log Mega Knight
Wizard
Wizard The Log
The Log Wizard
The Log Wizard Bandit
Guards Prince
Knight Wizard Prince The Log Bandit
Wizard
Knight The Log Bandit
Bandit
Prince The Log
Wizard The Log Bandit
Wizard The Log Bandit Mega Knight
Wizard Prince The Log Bandit Mega Knight
Wizard The Log Mega Knight
Prince The Log Mega Knight
Wizard
Prince The Log
The Log
The Log Wizard Mega Knight
The Log Wizard Bandit
Wizard Prince The Log Bandit Mega Knight
The Log Bandit
Wizard
Wizard Guards
Wizard The Log Bandit Mega Knight
Prince Mega Knight
Wizard The Log
Guards Prince Bandit
Wizard
The Log
Knight Wizard Prince Mega Knight
The Log Wizard
Prince Mega Knight
Guards The Log
Prince The Log Bandit Mega Knight
Prince
Wizard Mega Knight

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