My Best Clash Royale Deck

Deck Check Rating

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

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 anti-ground high-damage unit!

You don't have a unit, that attacks ground 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 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.

Little Prince

Defensive buildings

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

Mortar

Investments

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

Skeletons Knight Little Prince

Offensive cards

Win conditions

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

Mortar

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.

Mortar

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 Knight Mortar

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

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
Giant Snowball
Skeletons Little Prince
Zap
Skeletons Mortar Little Prince
Barbarian Barrel
Skeletons Electro Spirit Knight Mortar Little Prince
The Log
Skeletons Electro Spirit Little Prince
Earthquake
Skeletons Mortar
Arrows
Skeletons Electro Spirit Little Prince
Royal Delivery
Skeletons Electro Spirit Knight Little Prince
Fireball
Mortar Little Prince
Poison
Mortar Little Prince
Lightning
Knight Mortar Little Prince
Rocket
Mortar Little Prince

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Mortar Tornado 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.

Electro Spirit Knight Tornado

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.

Skeletons Electro Spirit Zap The Log Knight Tornado Little Prince Mortar

Shortest cycle

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

6 Skeletons Electro Spirit Zap The Log

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.

Skeletons
Electro Spirit
Zap
Zap
Tornado Electro Spirit Knight Mortar The Log Little Prince
Knight
Mortar Zap The Log Little Prince
Mortar
Knight Zap Tornado The Log
Tornado
Zap Mortar The Log
The Log
Zap Knight Mortar Tornado Little Prince
Little Prince
Zap Knight The Log

Defense Synergies 1 23

Skeletons
Electro Spirit Zap Knight Mortar Tornado The Log Little Prince
Electro Spirit
Skeletons Zap The Log Little Prince
Zap
Skeletons Electro Spirit Knight Mortar Tornado The Log Little Prince
Knight
Little Prince Skeletons Zap Mortar Tornado The Log
Mortar
Skeletons Zap Knight Tornado The Log
Tornado
Skeletons Zap Knight Mortar The Log Little Prince
The Log
Skeletons Electro Spirit Zap Knight Mortar Tornado Little Prince
Little Prince
Knight Skeletons Electro Spirit Zap Tornado 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 Mortar The Log
Skeletons Zap Knight Mortar The Log
Mortar Tornado Skeletons Knight
Skeletons Knight Mortar
Tornado The Log
Tornado The Log Skeletons Electro Spirit Zap
Tornado Electro Spirit Zap Mortar Little Prince
Electro Spirit Zap The Log
Skeletons Mortar Tornado
Knight Tornado Skeletons Little Prince
Skeletons Electro Spirit Zap Knight Tornado The Log
Zap Tornado
Mortar Skeletons Zap Knight The Log
Electro Spirit Zap Mortar Tornado The Log
Knight Mortar
Tornado Zap Mortar The Log
Skeletons Knight Mortar Tornado
Mortar Electro Spirit Zap Knight Tornado The Log Little Prince
Zap Mortar Tornado The Log Electro Spirit Knight Little Prince
Mortar Tornado
Electro Spirit Knight The Log Little Prince

Counters to secondary win conditions

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

Knight Skeletons Zap
Zap Knight Mortar The Log
Skeletons Zap Knight The Log
Zap Knight Tornado The Log
Skeletons Knight
Skeletons Electro Spirit Zap Tornado
Skeletons Knight
Knight
Zap Skeletons Electro Spirit Knight Mortar Tornado The Log
Skeletons
Knight
Zap Tornado The Log
Skeletons Knight
Skeletons Electro Spirit Zap Knight Mortar Tornado The Log Little Prince
Electro Spirit Zap 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.)

Knight Mortar The Log
Mortar Zap Tornado The Log
The Log
Knight The Log
Zap Mortar The Log
Electro Spirit Zap Tornado
Mortar Tornado The Log
The Log Zap Tornado
The Log Zap Mortar Tornado
Tornado
Zap Knight Mortar Tornado The Log
Zap Tornado
Knight Mortar The Log
Mortar
Zap Mortar The Log
Zap Mortar The Log
Mortar The Log
Mortar Tornado
Zap Mortar The Log
Zap Mortar Tornado The Log Little Prince
The Log
Tornado
Tornado The Log
Zap Mortar The Log
Zap Tornado The Log Electro Spirit Mortar Little Prince
Mortar The Log Zap Tornado
Zap Mortar Tornado The Log
Zap Mortar Tornado The Log
Zap Tornado Little Prince
Zap Electro Spirit
Zap Mortar The Log
Zap Electro Spirit
The Log
Zap Electro Spirit
Zap Tornado
The Log
Knight
The Log Zap Mortar
Zap Tornado
Zap Electro Spirit Tornado The Log
Zap Tornado
Zap Mortar Tornado The Log Little Prince

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