My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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.

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.

Skeletons Wizard Bandit Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Freeze The Log

Punishments

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

Bandit 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.

Electro Spirit Bandit 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 Spirit Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Wizard Freeze 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.

Electro Spirit Arrows Freeze 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.

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 Electro Spirit The Log Arrows Bandit Freeze Wizard Mega Knight

Shortest cycle

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

7 Skeletons Electro Spirit The Log Arrows

Attack Synergies 0 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
Electro Spirit
Bandit
Arrows
Freeze Bandit Mega Knight
Wizard
Bandit Mega Knight
Freeze
Arrows
The Log
Bandit Mega Knight
Bandit
Electro Spirit Arrows Wizard The Log Mega Knight
Mega Knight
Arrows Wizard The Log Bandit

Defense Synergies 1 14

Skeletons
Electro Spirit Wizard The Log Bandit
Electro Spirit
Skeletons The Log
Arrows
Mega Knight Bandit
Wizard
Skeletons Freeze The Log Bandit Mega Knight
Freeze
Wizard Mega Knight
The Log
Skeletons Electro Spirit Wizard Bandit Mega Knight
Bandit
Skeletons Arrows Wizard The Log Mega Knight
Mega Knight
Arrows Wizard Freeze The Log Bandit

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.

Wizard The Log
Skeletons The Log Bandit Mega Knight
Mega Knight Skeletons Freeze Bandit
Skeletons Bandit Mega Knight
Arrows The Log Mega Knight
Arrows Freeze The Log Skeletons Electro Spirit Bandit Mega Knight
Electro Spirit Arrows Wizard Freeze
Electro Spirit Arrows The Log Bandit Mega Knight
Skeletons
Skeletons Bandit Mega Knight
Skeletons Electro Spirit Arrows Wizard Freeze The Log Bandit Mega Knight
Arrows Wizard
Mega Knight Skeletons Wizard Freeze The Log Bandit
Wizard Mega Knight Electro Spirit Arrows Freeze The Log
Bandit Mega Knight
Freeze The Log Bandit Mega Knight
Wizard Mega Knight Skeletons Arrows
Arrows Mega Knight Electro Spirit Wizard The Log Bandit
Arrows Wizard Freeze The Log Electro Spirit Bandit Mega Knight
Wizard Mega Knight Electro Spirit Arrows The Log Bandit

Counters to secondary win conditions

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

Mega Knight Skeletons Bandit
Bandit Arrows Wizard The Log Mega Knight
Bandit Mega Knight Skeletons The Log
Mega Knight The Log Bandit
Skeletons Bandit Mega Knight
Arrows Wizard Skeletons Electro Spirit Freeze
Skeletons Bandit
Mega Knight
Freeze Mega Knight Skeletons Electro Spirit The Log Bandit
Skeletons
Mega Knight
Mega Knight Arrows The Log
Mega Knight Skeletons Wizard Bandit
Wizard Mega Knight
Skeletons Electro Spirit Freeze The Log
Arrows Mega Knight Electro Spirit Wizard Freeze The Log

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 Freeze The Log Bandit
Arrows The Log Bandit
Arrows The Log Bandit
Arrows Freeze The Log
Wizard Arrows The Log Mega Knight
Arrows Wizard Electro Spirit Freeze
Arrows Wizard The Log
Arrows The Log Wizard Freeze
Arrows The Log Wizard Bandit
Arrows Wizard The Log Bandit
Arrows Wizard
The Log Bandit
Arrows Freeze Bandit
Arrows The Log
Arrows Wizard The Log Bandit
Arrows Wizard The Log Bandit Mega Knight
Arrows Freeze
Arrows Wizard The Log Bandit Mega Knight
Arrows Wizard The Log Mega Knight
The Log Mega Knight
Arrows Wizard
The Log
Arrows The Log
Arrows Freeze The Log Electro Spirit Wizard Mega Knight
Arrows The Log Wizard Bandit
Arrows Wizard The Log Bandit Mega Knight
Arrows The Log Bandit
Arrows Wizard
Electro Spirit Wizard Freeze
Arrows Wizard The Log Bandit Mega Knight
Electro Spirit Arrows Freeze
Mega Knight
Arrows Wizard The Log
Electro Spirit Freeze Bandit
Arrows Wizard
Freeze
Arrows The Log
Wizard Mega Knight
Arrows The Log Wizard
Arrows
Mega Knight
Electro Spirit Freeze The Log
Freeze The Log Bandit Mega Knight

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