My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers Inferno Tower 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.

Archers Knight Royal Giant 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Inferno Tower 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.

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.

Zap The Log Archers Knight Skeleton Army Electro Wizard Inferno Tower Royal Giant

Shortest cycle

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

10 Zap The Log Archers Knight

Attack Synergies 2 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.

Zap
Electro Wizard Archers Knight Royal Giant The Log
Archers
Knight Zap Royal Giant
Knight
Archers Zap The Log Electro Wizard
Royal Giant
Zap Archers The Log Electro Wizard
Inferno Tower
Skeleton Army
The Log
Zap Knight Royal Giant
Electro Wizard
Zap Knight Royal Giant

Defense Synergies 7 14

Zap
Electro Wizard Archers Knight Inferno Tower Skeleton Army The Log
Archers
Knight Zap Inferno Tower Skeleton Army The Log Electro Wizard
Knight
Archers Inferno Tower Electro Wizard Zap Skeleton Army The Log
Royal Giant
Inferno Tower
Knight Skeleton Army The Log Electro Wizard Zap Archers
Skeleton Army
Inferno Tower Zap Archers Knight The Log Electro Wizard
The Log
Inferno Tower Zap Archers Knight Skeleton Army Electro Wizard
Electro Wizard
Zap Knight Inferno Tower Archers 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.

Zap Knight Inferno Tower The Log Electro Wizard
Inferno Tower Skeleton Army Zap Knight The Log Electro Wizard
Inferno Tower Skeleton Army Archers Knight Electro Wizard
Inferno Tower Skeleton Army Knight Electro Wizard
Skeleton Army The Log
Skeleton Army The Log Zap Archers Electro Wizard
Inferno Tower Electro Wizard Zap Archers
Zap Inferno Tower The Log Electro Wizard
Inferno Tower Skeleton Army
Knight Skeleton Army Archers Inferno Tower Electro Wizard
Archers Skeleton Army Electro Wizard Zap Knight The Log
Inferno Tower Zap Archers Electro Wizard
Inferno Tower Skeleton Army Zap Knight The Log Electro Wizard
Skeleton Army Zap The Log Electro Wizard
Inferno Tower Skeleton Army Knight Electro Wizard
Inferno Tower Skeleton Army Zap The Log Electro Wizard
Knight Inferno Tower Skeleton Army Electro Wizard
Zap Archers Knight Skeleton Army The Log Electro Wizard
Zap The Log Archers Knight Electro Wizard
Inferno Tower Electro Wizard
Skeleton Army Archers Knight 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 Zap Archers Inferno Tower Electro Wizard
Electro Wizard Zap Archers Knight The Log
Skeleton Army Zap Knight Inferno Tower The Log Electro Wizard
Skeleton Army Zap Knight Inferno Tower The Log Electro Wizard
Inferno Tower Knight Skeleton Army
Zap Archers Electro Wizard
Skeleton Army Archers Knight Inferno Tower Electro Wizard
Inferno Tower Knight Skeleton Army
Zap Electro Wizard Knight Inferno Tower Skeleton Army The Log
Inferno Tower Skeleton Army
Knight Inferno Tower
Skeleton Army Zap The Log Electro Wizard
Skeleton Army Knight Inferno Tower
Archers Skeleton Army
Inferno Tower Skeleton Army Electro Wizard Zap Archers Knight The Log
Zap Archers Inferno Tower 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
Zap The Log Electro Wizard
The Log
Knight The Log
Zap The Log
Zap
Archers The Log
The Log Zap
The Log Zap
Electro Wizard
Zap Knight The Log Electro Wizard
Zap Archers
Knight The Log
Zap The Log
Zap The Log
The Log
Zap Archers The Log Electro Wizard
Zap The Log
The Log
The Log
Zap The Log
Zap The Log
The Log Zap Electro Wizard
Zap The Log
Zap The Log
Zap Archers Electro Wizard
Zap Electro Wizard
Zap The Log
Zap Electro Wizard
The Log
Zap Electro Wizard Archers Skeleton Army
Zap Archers Electro Wizard
The Log
Knight Electro Wizard
The Log Zap
Zap
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard

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