My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!
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.

Mortar

Investments

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

Skeletons Knight Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows Rocket The Log

Punishments

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

Mortar Mega Knight

Pump responses

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

Rocket

Dropped at the bridge

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

Knight Mortar 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.

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
Skeletons
Giant Snowball
Skeletons
Zap
Skeletons Mortar
Barbarian Barrel
Skeletons Knight Mortar Electro Wizard
The Log
Skeletons
Earthquake
Skeletons Mortar
Arrows
Skeletons
Royal Delivery
Skeletons Knight Electro Wizard
Fireball
Mortar Electro Wizard
Poison
Mortar Electro Wizard
Lightning
Knight Mortar Electro Wizard
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Rocket 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 Knight Rocket 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Arrows Knight Mortar Electro Wizard Rocket Mega Knight

Shortest cycle

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

9 Skeletons The Log Arrows Knight

Attack Synergies 1 9

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.

Skeletons
Arrows
Knight Mortar Mega Knight
Knight
Mortar Arrows The Log Electro Wizard
Mortar
Knight Arrows Rocket The Log
Rocket
Mortar
The Log
Knight Mortar Mega Knight
Electro Wizard
Knight Mega Knight
Mega Knight
Arrows The Log Electro Wizard

Defense Synergies 2 14

Skeletons
Knight Mortar The Log Electro Wizard
Arrows
Mega Knight Knight Mortar
Knight
Electro Wizard Skeletons Arrows Mortar The Log
Mortar
Skeletons Arrows Knight The Log Electro Wizard
Rocket
The Log
The Log
Skeletons Knight Mortar Rocket Electro Wizard Mega Knight
Electro Wizard
Knight Skeletons Mortar The Log Mega Knight
Mega Knight
Arrows 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.

Rocket Knight Mortar The Log Electro Wizard
Skeletons Knight Mortar The Log Electro Wizard Mega Knight
Mortar Rocket Mega Knight Skeletons Knight Electro Wizard
Skeletons Knight Mortar Electro Wizard Mega Knight
Arrows Rocket The Log Mega Knight
Arrows The Log Skeletons Electro Wizard Mega Knight
Rocket Electro Wizard Arrows Mortar
Rocket Arrows The Log Electro Wizard Mega Knight
Skeletons Mortar
Knight Skeletons Electro Wizard Mega Knight
Electro Wizard Skeletons Arrows Knight The Log Mega Knight
Arrows Electro Wizard
Mortar Mega Knight Skeletons Knight Rocket The Log Electro Wizard
Rocket Mega Knight Arrows Mortar The Log Electro Wizard
Knight Mortar Electro Wizard Mega Knight
Rocket Mortar The Log Electro Wizard Mega Knight
Mega Knight Skeletons Arrows Knight Mortar Electro Wizard
Arrows Mortar Mega Knight Knight The Log Electro Wizard
Arrows Mortar The Log Knight Electro Wizard Mega Knight
Mortar Electro Wizard
Mega Knight Arrows Knight The Log Electro Wizard

Counters to secondary win conditions

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

Knight Mega Knight Skeletons Electro Wizard
Electro Wizard Arrows Knight Mortar Rocket The Log Mega Knight
Mega Knight Skeletons Knight Rocket The Log Electro Wizard
Rocket Mega Knight Knight The Log Electro Wizard
Skeletons Knight Mega Knight
Arrows Rocket Skeletons Electro Wizard
Rocket Skeletons Knight Electro Wizard
Mega Knight Knight
Rocket Electro Wizard Mega Knight Skeletons Knight Mortar The Log
Skeletons
Mega Knight Knight
Rocket Mega Knight Arrows The Log Electro Wizard
Rocket Mega Knight Skeletons Knight
Mega Knight
Electro Wizard Skeletons Knight Mortar Rocket The Log
Arrows Mega Knight 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.)

Arrows Knight Mortar Rocket The Log
Arrows Mortar The Log Electro Wizard
Rocket Arrows The Log
Arrows Knight Rocket The Log
Rocket Arrows Mortar The Log Mega Knight
Arrows Rocket
Arrows Mortar The Log
Arrows The Log
Arrows The Log Mortar
Rocket Electro Wizard
Rocket Arrows Knight Mortar The Log Electro Wizard
Arrows Rocket
Rocket Knight Mortar The Log
Arrows Mortar Rocket
Arrows Mortar The Log
Rocket Arrows Mortar The Log
Arrows Mortar Rocket The Log Mega Knight
Arrows Mortar Rocket
Rocket
Rocket Arrows Mortar The Log Electro Wizard Mega Knight
Rocket Arrows Mortar The Log Mega Knight
Rocket The Log Mega Knight
Rocket Arrows
Rocket The Log
Rocket Arrows Mortar The Log
Arrows The Log Mortar Mega Knight
Arrows Mortar The Log Electro Wizard
Arrows Mortar The Log Mega Knight
Rocket Arrows Mortar The Log
Arrows Electro Wizard
Rocket Electro Wizard
Arrows Mortar Rocket The Log Mega Knight
Rocket Arrows Electro Wizard
Mega Knight
Rocket Arrows The Log
Electro Wizard Rocket
Rocket Arrows Electro Wizard
Arrows The Log
Knight Rocket Electro Wizard Mega Knight
Arrows The Log Mortar
Rocket Arrows
Mega Knight
Rocket The Log Electro Wizard
Rocket Electro Wizard
Mortar Rocket The Log Electro Wizard Mega Knight

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