My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings 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 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!
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.

Electro Wizard

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.

Royal Giant Bowler Electro Wizard

Offensive cards

Win conditions

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

Royal Giant Miner

Damage spells

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

Zap Tornado The Log

Punishments

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

Royal Giant Miner

Pump responses

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

Miner

Dropped at the bridge

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

Barbarians 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.

Miner 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
Royal Giant Miner
Giant Snowball
Barbarians Miner
Zap
Royal Giant
Barbarian Barrel
Barbarians Electro Wizard
The Log
Barbarians Royal Giant
Earthquake
Barbarians
Arrows
Royal Delivery
Barbarians Bowler Miner Electro Wizard
Fireball
Barbarians Bowler Electro Wizard
Poison
Barbarians Electro Wizard
Lightning
Bowler Electro Wizard
Rocket
Barbarians Bowler

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Bowler The Log

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.

Tornado Bowler Miner

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

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.

Barbarians 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Tornado Miner Electro Wizard Barbarians Bowler Royal Giant

Shortest cycle

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

10 Zap The Log Tornado Miner

Attack Synergies 4 14

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
Tornado Miner Electro Wizard Royal Giant Bowler The Log
Barbarians
Royal Giant
Miner Zap Tornado Bowler The Log Electro Wizard
Tornado
Zap Royal Giant Bowler The Log
Bowler
Zap Royal Giant Tornado The Log Miner Electro Wizard
The Log
Zap Royal Giant Tornado Bowler Miner
Miner
Zap Royal Giant Bowler The Log Electro Wizard
Electro Wizard
Zap Royal Giant Bowler Miner

Defense Synergies 3 10

Zap
Electro Wizard Barbarians Tornado Bowler The Log Miner
Barbarians
Zap
Royal Giant
Tornado
Bowler Zap The Log Electro Wizard
Bowler
Tornado The Log Zap Electro Wizard
The Log
Bowler Zap Tornado Miner Electro Wizard
Miner
Zap The Log
Electro Wizard
Zap Tornado Bowler 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.

Bowler Zap The Log Electro Wizard
Barbarians Zap The Log Electro Wizard
Barbarians Tornado Bowler Electro Wizard
Barbarians Bowler Electro Wizard
Barbarians Tornado Bowler The Log
Tornado Bowler The Log Zap Electro Wizard
Tornado Electro Wizard Zap
Bowler Zap Barbarians The Log Electro Wizard
Barbarians Tornado
Tornado Barbarians Bowler Miner Electro Wizard
Barbarians Electro Wizard Zap Tornado Bowler The Log
Zap Tornado Electro Wizard
Barbarians Bowler Zap The Log Electro Wizard
Bowler Zap Barbarians Tornado The Log Electro Wizard
Barbarians Electro Wizard
Barbarians Tornado Zap Bowler The Log Electro Wizard
Barbarians Tornado Bowler Electro Wizard
Zap Barbarians Tornado Bowler The Log Electro Wizard
Zap Tornado The Log Barbarians Bowler Electro Wizard
Barbarians Tornado Electro Wizard
Bowler Barbarians The Log Electro Wizard

Counters to secondary win conditions

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

Barbarians Zap Bowler Electro Wizard
Electro Wizard Zap Bowler The Log Miner
Barbarians Zap Bowler The Log Electro Wizard
Bowler Zap Barbarians Tornado The Log Electro Wizard
Barbarians Bowler
Zap Tornado Electro Wizard
Barbarians Bowler Electro Wizard
Barbarians
Zap Electro Wizard Barbarians Tornado The Log
Barbarians
Barbarians Bowler
Zap Barbarians Tornado Bowler The Log Electro Wizard
Barbarians Bowler
Barbarians Bowler
Barbarians Electro Wizard Zap Tornado Bowler The Log
Bowler Zap Barbarians 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.)

The Log
Zap Tornado Bowler The Log Miner Electro Wizard
The Log Miner
Barbarians The Log
Zap Bowler The Log
Zap Tornado
Tornado Bowler The Log
The Log Zap Tornado Bowler
The Log Miner Zap Tornado
Tornado Bowler Electro Wizard
Miner Zap Tornado Bowler The Log Electro Wizard
Zap Tornado
Bowler The Log Miner
Zap The Log
Zap Bowler The Log
Bowler The Log
Tornado
Zap Bowler The Log Electro Wizard
Zap Tornado Bowler The Log Miner
Bowler The Log
Tornado
Tornado Bowler The Log
Zap Barbarians The Log
Zap Tornado The Log Bowler
The Log Miner Zap Tornado Bowler Electro Wizard
Zap Tornado Bowler The Log Miner
Miner Zap Tornado The Log
Zap Tornado Electro Wizard
Zap Electro Wizard
Bowler
Zap The Log Miner
Zap Electro Wizard
Bowler The Log
Zap Electro Wizard Barbarians
Zap Tornado Electro Wizard
The Log
Miner Bowler Electro Wizard
The Log Zap Bowler
Zap Tornado
Zap Tornado Bowler The Log Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Bowler The Log Miner Electro Wizard

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