My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Minions Tesla Wizard Electro Wizard

Defensive buildings

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

Tesla

Investments

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

Knight Tesla Royal Giant Wizard Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant

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 Royal Giant

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
Minions Royal Giant Skeleton Army
Giant Snowball
Minions Skeleton Army
Zap
Minions Royal Giant Skeleton Army
Barbarian Barrel
Knight Tesla Wizard Skeleton Army Electro Wizard
The Log
Royal Giant Skeleton Army
Earthquake
Tesla Skeleton Army
Arrows
Minions Skeleton Army
Royal Delivery
Knight Minions Wizard Skeleton Army Electro Wizard
Fireball
Minions Tesla Wizard Skeleton Army Electro Wizard
Poison
Minions Wizard Skeleton Army Electro Wizard
Lightning
Knight Tesla Wizard Electro Wizard
Rocket
Wizard

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

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army

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.

Royal Giant Skeleton Army

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.

Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Knight Minions Skeleton Army Tesla Electro Wizard Wizard Royal Giant

Shortest cycle

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

11 The Log Knight Minions Skeleton Army

Attack Synergies 2 6

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
Minions Wizard The Log Electro Wizard
Minions
Knight Royal Giant
Tesla
Royal Giant
Minions Wizard The Log Electro Wizard
Wizard
Knight Royal Giant
Skeleton Army
The Log
Knight Royal Giant
Electro Wizard
Knight Royal Giant

Defense Synergies 4 15

Knight
Minions Tesla Electro Wizard Wizard Skeleton Army The Log
Minions
Knight Tesla The Log Electro Wizard
Tesla
Knight The Log Minions Wizard Skeleton Army Electro Wizard
Royal Giant
Wizard
Knight Tesla Skeleton Army The Log Electro Wizard
Skeleton Army
Knight Tesla Wizard The Log Electro Wizard
The Log
Tesla Knight Minions Wizard Skeleton Army Electro Wizard
Electro Wizard
Knight Minions Tesla Wizard Skeleton Army 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.

Knight Minions Tesla Wizard The Log Electro Wizard
Skeleton Army Knight Minions Tesla The Log Electro Wizard
Tesla Skeleton Army Knight Minions Electro Wizard
Tesla Skeleton Army Knight Minions Electro Wizard
Skeleton Army The Log
Skeleton Army The Log Minions Tesla Electro Wizard
Minions Tesla Electro Wizard Wizard
Tesla The Log Electro Wizard
Tesla Minions Skeleton Army
Knight Skeleton Army Tesla Electro Wizard
Minions Skeleton Army Electro Wizard Knight Tesla Wizard The Log
Minions Tesla Wizard Electro Wizard
Tesla Skeleton Army Knight Minions Wizard The Log Electro Wizard
Wizard Skeleton Army Minions Tesla The Log Electro Wizard
Skeleton Army Knight Tesla Electro Wizard
Skeleton Army Tesla The Log Electro Wizard
Tesla Wizard Knight Minions Skeleton Army Electro Wizard
Tesla Knight Minions Wizard Skeleton Army The Log Electro Wizard
Wizard The Log Knight Minions Tesla Electro Wizard
Tesla Electro Wizard
Wizard Skeleton Army Knight Minions Tesla The Log Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Tesla Electro Wizard
Electro Wizard Knight Tesla Wizard The Log
Skeleton Army Knight Minions The Log Electro Wizard
Skeleton Army Knight Tesla The Log Electro Wizard
Knight Tesla Skeleton Army
Wizard Minions Tesla Electro Wizard
Skeleton Army Knight Minions Tesla Electro Wizard
Knight Tesla Skeleton Army
Electro Wizard Knight Minions Skeleton Army The Log
Tesla Skeleton Army
Knight Minions Tesla
Skeleton Army The Log Electro Wizard
Skeleton Army Knight Tesla Wizard
Wizard Tesla Skeleton Army
Tesla Skeleton Army Electro Wizard Knight Minions The Log
Minions Tesla Wizard 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.)

Knight The Log
The Log Electro Wizard
The Log
Knight The Log
Wizard The Log
Wizard Minions
Wizard The Log
The Log Wizard
The Log Wizard
Minions Electro Wizard
Knight Wizard The Log Electro Wizard
Wizard
Knight The Log
Minions
The Log
Wizard The Log
Wizard The Log
Minions
Wizard The Log Electro Wizard
Wizard The Log
Minions The Log
Wizard
The Log
The Log
The Log Wizard
The Log Wizard Electro Wizard
Wizard The Log
The Log
Wizard Electro Wizard
Electro Wizard Minions Wizard
Wizard The Log
Electro Wizard
Wizard The Log
Electro Wizard Minions Skeleton Army
Wizard Electro Wizard
The Log
Knight Wizard Electro Wizard
The Log Wizard
Minions The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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