My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

Minions Wizard Ice Wizard Inferno Dragon

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.

Bomber Elixir Golem Wizard Ice Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

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.

Elixir Golem 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.

Elixir Golem Mega Knight

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
Bomber Minions Elixir Golem Inferno Dragon
Giant Snowball
Bomber Minions Inferno Dragon
Zap
Bomber Minions Inferno Dragon
Barbarian Barrel
Bomber Elixir Golem Wizard Ice Wizard
The Log
Bomber Elixir Golem
Earthquake
Bomber Elixir Golem
Arrows
Bomber Minions
Royal Delivery
Bomber Minions Elixir Golem Wizard Ice Wizard Inferno Dragon
Fireball
Bomber Minions Elixir Golem Wizard Ice Wizard Inferno Dragon
Poison
Bomber Minions Elixir Golem Wizard Ice Wizard
Lightning
Wizard Ice Wizard Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Wizard The Log Ice Wizard Mega Knight

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.

Elixir Golem Ice Wizard Inferno Dragon 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.

Minions Wizard Ice 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.

Bomber The Log Minions Elixir Golem Ice Wizard Inferno Dragon Wizard Mega Knight

Shortest cycle

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

10 Bomber The Log Minions Elixir Golem

Attack Synergies 2 11

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.

Bomber
Minions Elixir Golem Mega Knight
Minions
Mega Knight Bomber Elixir Golem Inferno Dragon
Elixir Golem
Bomber Minions Wizard The Log Ice Wizard Inferno Dragon
Wizard
Elixir Golem Mega Knight
The Log
Elixir Golem Mega Knight
Ice Wizard
Elixir Golem
Inferno Dragon
Mega Knight Minions Elixir Golem
Mega Knight
Minions Inferno Dragon Bomber Wizard The Log

Defense Synergies 0 13

Bomber
The Log
Minions
The Log Ice Wizard Mega Knight
Elixir Golem
Wizard
The Log Ice Wizard Mega Knight
The Log
Bomber Minions Wizard Ice Wizard Inferno Dragon Mega Knight
Ice Wizard
Minions Wizard The Log Inferno Dragon Mega Knight
Inferno Dragon
The Log Ice Wizard Mega Knight
Mega Knight
Minions Wizard The Log Ice Wizard Inferno Dragon

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.

Bomber Minions Wizard The Log
Inferno Dragon Bomber Minions The Log Ice Wizard Mega Knight
Mega Knight Bomber Minions Ice Wizard Inferno Dragon
Inferno Dragon Bomber Minions Ice Wizard Mega Knight
Bomber The Log Mega Knight
The Log Bomber Minions Ice Wizard Mega Knight
Minions Inferno Dragon Wizard Ice Wizard
The Log Mega Knight
Inferno Dragon Minions Ice Wizard
Bomber Ice Wizard Mega Knight
Minions Ice Wizard Bomber Wizard The Log Mega Knight
Minions Inferno Dragon Wizard Ice Wizard
Mega Knight Bomber Minions Wizard The Log Ice Wizard
Bomber Wizard Mega Knight Minions The Log
Inferno Dragon Mega Knight
The Log Inferno Dragon Mega Knight
Wizard Mega Knight Bomber Minions
Mega Knight Bomber Minions Wizard The Log Ice Wizard
Wizard The Log Bomber Minions Ice Wizard Inferno Dragon Mega Knight
Inferno Dragon
Bomber Wizard Mega Knight Minions The Log

Counters to secondary win conditions

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

Mega Knight
Bomber Wizard The Log Inferno Dragon Mega Knight
Mega Knight Minions The Log
Mega Knight The Log
Inferno Dragon Mega Knight
Wizard Minions Ice Wizard
Minions Ice Wizard
Mega Knight Inferno Dragon
Mega Knight Minions The Log Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Minions
Mega Knight The Log
Mega Knight Wizard
Wizard Bomber Mega Knight
Bomber Minions The Log Inferno Dragon
Minions Mega Knight Bomber Wizard The Log Ice Wizard Inferno Dragon

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.)

The Log
The Log Ice Wizard
The Log
The Log
Bomber Wizard The Log Mega Knight
Wizard Minions Ice Wizard
Bomber Wizard The Log
The Log Wizard Ice Wizard
The Log Wizard
Minions
Wizard The Log
Wizard
The Log
Minions
The Log
Bomber Wizard The Log
Wizard The Log Mega Knight
Bomber Minions
Bomber Wizard The Log Mega Knight
Bomber Wizard The Log Mega Knight
Minions The Log Mega Knight
Wizard
The Log
The Log
The Log Bomber Wizard Ice Wizard Mega Knight
Inferno Dragon
The Log Wizard Ice Wizard
Wizard The Log Mega Knight
The Log
Wizard Ice Wizard
Minions Wizard
Bomber Wizard The Log Mega Knight
Mega Knight
Wizard The Log
Minions
Wizard Ice Wizard
The Log
Wizard Mega Knight
The Log Bomber Wizard
Mega Knight
Minions The Log
The Log Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: