My Best Clash Royale Deck

Deck Check Rating

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

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.

Wizard Baby Dragon Electro 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.

Skeletons Royal Giant Wizard Baby Dragon Electro Wizard Inferno Dragon

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.

Royal Giant Baby Dragon

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
Skeletons Royal Giant Inferno Dragon
Giant Snowball
Skeletons Baby Dragon Inferno Dragon
Zap
Skeletons Royal Giant Inferno Dragon
Barbarian Barrel
Skeletons Wizard Electro Wizard
The Log
Skeletons Royal Giant
Earthquake
Skeletons
Arrows
Skeletons
Royal Delivery
Skeletons Wizard Baby Dragon Electro Wizard Inferno Dragon
Fireball
Wizard Baby Dragon Electro Wizard Inferno Dragon
Poison
Wizard Electro Wizard
Lightning
Wizard Baby Dragon Electro Wizard Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Baby Dragon 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.

Baby Dragon Inferno Dragon

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.

Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap The Log Baby Dragon Electro Wizard Inferno Dragon Wizard Royal Giant

Shortest cycle

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

9 Skeletons Zap The Log Baby Dragon

Attack Synergies 1 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
Zap
Electro Wizard Royal Giant Baby Dragon The Log
Royal Giant
Zap Wizard Baby Dragon The Log Electro Wizard
Wizard
Royal Giant
Baby Dragon
Zap Royal Giant Electro Wizard Inferno Dragon
The Log
Zap Royal Giant
Electro Wizard
Zap Royal Giant Baby Dragon
Inferno Dragon
Baby Dragon

Defense Synergies 1 16

Skeletons
Zap Wizard Baby Dragon The Log Electro Wizard Inferno Dragon
Zap
Electro Wizard Skeletons Baby Dragon The Log Inferno Dragon
Royal Giant
Wizard
Skeletons The Log Electro Wizard
Baby Dragon
Skeletons Zap The Log Inferno Dragon
The Log
Skeletons Zap Wizard Baby Dragon Electro Wizard Inferno Dragon
Electro Wizard
Zap Skeletons Wizard The Log Inferno Dragon
Inferno Dragon
Skeletons Zap Baby Dragon The Log Electro Wizard

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 Wizard Baby Dragon The Log Electro Wizard
Inferno Dragon Skeletons Zap The Log Electro Wizard
Skeletons Electro Wizard Inferno Dragon
Inferno Dragon Skeletons Electro Wizard
The Log
The Log Skeletons Zap Baby Dragon Electro Wizard
Electro Wizard Inferno Dragon Zap Wizard Baby Dragon
Zap Baby Dragon The Log Electro Wizard
Inferno Dragon Skeletons
Skeletons Electro Wizard
Electro Wizard Skeletons Zap Wizard Baby Dragon The Log
Inferno Dragon Zap Wizard Baby Dragon Electro Wizard
Skeletons Zap Wizard The Log Electro Wizard
Wizard Zap Baby Dragon The Log Electro Wizard
Inferno Dragon Electro Wizard
Zap The Log Electro Wizard Inferno Dragon
Wizard Skeletons Electro Wizard
Zap Wizard Baby Dragon The Log Electro Wizard
Zap Wizard Baby Dragon The Log Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Wizard Baby Dragon The Log Electro Wizard

Counters to secondary win conditions

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

Skeletons Zap Electro Wizard
Electro Wizard Zap Wizard Baby Dragon The Log Inferno Dragon
Skeletons Zap The Log Electro Wizard
Zap The Log Electro Wizard
Skeletons Inferno Dragon
Wizard Skeletons Zap Baby Dragon Electro Wizard
Skeletons Electro Wizard
Inferno Dragon
Zap Electro Wizard Skeletons Baby Dragon The Log Inferno Dragon
Skeletons Inferno Dragon
Inferno Dragon
Zap The Log Electro Wizard
Skeletons Wizard
Wizard Baby Dragon
Electro Wizard Skeletons Zap Baby Dragon The Log Inferno Dragon
Zap Wizard Baby Dragon The Log Electro 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.)

Baby Dragon The Log
Zap Baby Dragon The Log Electro Wizard
Baby Dragon The Log
The Log
Wizard Zap Baby Dragon The Log
Wizard Zap Baby Dragon
Wizard Baby Dragon The Log
The Log Zap Wizard Baby Dragon
The Log Zap Wizard
Electro Wizard
Zap Wizard The Log Electro Wizard
Zap Wizard Baby Dragon
Baby Dragon The Log
Baby Dragon
Zap Baby Dragon The Log
Zap Wizard Baby Dragon The Log
Wizard Baby Dragon The Log
Zap Wizard Baby Dragon The Log Electro Wizard
Zap Wizard Baby Dragon The Log
Baby Dragon The Log
Wizard
The Log
Zap Baby Dragon The Log
Zap The Log Wizard Baby Dragon
Inferno Dragon
The Log Zap Wizard Baby Dragon Electro Wizard
Zap Wizard Baby Dragon The Log
Zap Baby Dragon The Log
Zap Wizard Baby Dragon Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard The Log
Zap Electro Wizard
Wizard The Log
Zap Electro Wizard
Zap Wizard Baby Dragon Electro Wizard
The Log
Wizard Baby Dragon Electro Wizard
The Log Zap Wizard Baby Dragon
Zap
Zap Baby Dragon The Log Electro Wizard
Zap Electro Wizard
Zap Baby Dragon The Log Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: