My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 Electro Wizard Inferno Dragon Magic Archer

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.

Wizard Electro Wizard Inferno Dragon Magic Archer Lumberjack 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.

The Log

Punishments

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

Lumberjack 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.

Magic Archer Lumberjack 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 Wizard Magic Archer Lumberjack

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
Skeleton Army Inferno Dragon
Giant Snowball
Skeleton Army Inferno Dragon Lumberjack
Zap
Skeleton Army Inferno Dragon
Barbarian Barrel
Wizard Skeleton Army Electro Wizard Magic Archer Lumberjack
The Log
Skeleton Army Lumberjack
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Wizard Skeleton Army Electro Wizard Inferno Dragon Magic Archer Lumberjack
Fireball
Wizard Skeleton Army Electro Wizard Inferno Dragon Magic Archer Lumberjack
Poison
Wizard Skeleton Army Electro Wizard Magic Archer
Lightning
Wizard Electro Wizard Inferno Dragon Magic Archer Lumberjack
Rocket
Wizard Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log Magic Archer Mega Knight

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.

Skeleton Army Inferno Dragon Mega Knight

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.

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Skeleton Army Electro Wizard Inferno Dragon Magic Archer Lumberjack Wizard Mega Knight

Shortest cycle

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

13 The Log Skeleton Army Electro Wizard Inferno Dragon

Attack Synergies 1 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.

Wizard
Lumberjack Mega Knight
Skeleton Army
The Log
Magic Archer Lumberjack Mega Knight
Electro Wizard
Magic Archer Lumberjack Mega Knight
Inferno Dragon
Mega Knight
Magic Archer
The Log Electro Wizard Lumberjack Mega Knight
Lumberjack
Wizard The Log Electro Wizard Magic Archer Mega Knight
Mega Knight
Inferno Dragon Wizard The Log Electro Wizard Magic Archer Lumberjack

Defense Synergies 0 22

Wizard
Skeleton Army The Log Electro Wizard Lumberjack Mega Knight
Skeleton Army
Wizard The Log Electro Wizard Inferno Dragon Magic Archer Lumberjack
The Log
Wizard Skeleton Army Electro Wizard Inferno Dragon Magic Archer Lumberjack Mega Knight
Electro Wizard
Wizard Skeleton Army The Log Inferno Dragon Magic Archer Lumberjack Mega Knight
Inferno Dragon
Skeleton Army The Log Electro Wizard Mega Knight
Magic Archer
Skeleton Army The Log Electro Wizard Lumberjack Mega Knight
Lumberjack
Wizard Skeleton Army The Log Electro Wizard Magic Archer
Mega Knight
Wizard The Log Electro Wizard Inferno Dragon Magic Archer

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 Electro Wizard Magic Archer
Skeleton Army Inferno Dragon Lumberjack The Log Electro Wizard Mega Knight
Skeleton Army Lumberjack Mega Knight Electro Wizard Inferno Dragon
Skeleton Army Inferno Dragon Lumberjack Electro Wizard Mega Knight
Skeleton Army The Log Lumberjack Mega Knight
Skeleton Army The Log Electro Wizard Magic Archer Lumberjack Mega Knight
Electro Wizard Inferno Dragon Wizard Magic Archer
The Log Electro Wizard Magic Archer Mega Knight
Inferno Dragon Skeleton Army Lumberjack
Skeleton Army Electro Wizard Lumberjack Mega Knight
Skeleton Army Electro Wizard Wizard The Log Magic Archer Lumberjack Mega Knight
Inferno Dragon Wizard Electro Wizard Magic Archer
Skeleton Army Lumberjack Mega Knight Wizard The Log Electro Wizard
Wizard Skeleton Army Mega Knight The Log Electro Wizard Magic Archer Lumberjack
Skeleton Army Inferno Dragon Electro Wizard Lumberjack Mega Knight
Skeleton Army The Log Electro Wizard Inferno Dragon Lumberjack Mega Knight
Wizard Mega Knight Skeleton Army Electro Wizard Lumberjack
Mega Knight Wizard Skeleton Army The Log Electro Wizard Magic Archer Lumberjack
Wizard The Log Electro Wizard Inferno Dragon Magic Archer Lumberjack Mega Knight
Electro Wizard Inferno Dragon Lumberjack
Wizard Skeleton Army Mega Knight The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Mega Knight Electro Wizard
Electro Wizard Wizard The Log Inferno Dragon Magic Archer Lumberjack Mega Knight
Skeleton Army Lumberjack Mega Knight The Log Electro Wizard
Skeleton Army Lumberjack Mega Knight The Log Electro Wizard
Skeleton Army Inferno Dragon Lumberjack Mega Knight
Wizard Electro Wizard Magic Archer
Skeleton Army Electro Wizard Lumberjack
Mega Knight Skeleton Army Inferno Dragon Lumberjack
Electro Wizard Mega Knight Skeleton Army The Log Inferno Dragon Magic Archer
Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Lumberjack
Skeleton Army Mega Knight The Log Electro Wizard
Skeleton Army Mega Knight Wizard Lumberjack
Wizard Skeleton Army Magic Archer Mega Knight
Skeleton Army Electro Wizard The Log Inferno Dragon Magic Archer Lumberjack
Mega Knight Wizard The Log Electro Wizard Inferno Dragon Magic Archer

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.)

Magic Archer The Log
The Log Electro Wizard Magic Archer
The Log Magic Archer
The Log
Wizard The Log Magic Archer Mega Knight
Wizard Magic Archer
Wizard The Log Magic Archer
The Log Wizard Magic Archer
The Log Wizard
Electro Wizard Lumberjack
Wizard The Log Electro Wizard Magic Archer
Wizard Magic Archer
The Log Magic Archer
Magic Archer
The Log Magic Archer
Wizard The Log Magic Archer
Magic Archer Wizard The Log Mega Knight
Wizard The Log Electro Wizard Magic Archer Mega Knight
Wizard The Log Magic Archer Mega Knight
The Log Magic Archer Mega Knight
Wizard
The Log
The Log
The Log Wizard Magic Archer Mega Knight
Inferno Dragon
The Log Wizard Electro Wizard Magic Archer
Wizard The Log Magic Archer Mega Knight
The Log Magic Archer
Wizard Electro Wizard Magic Archer
Electro Wizard Wizard
Wizard The Log Magic Archer Mega Knight
Electro Wizard Magic Archer
Mega Knight
Wizard The Log Magic Archer
Electro Wizard Skeleton Army Magic Archer
Wizard Electro Wizard Magic Archer
The Log
Wizard Electro Wizard Magic Archer Lumberjack Mega Knight
The Log Wizard Magic Archer
Mega Knight
The Log Electro Wizard Magic Archer
Electro Wizard Magic Archer
The Log Electro Wizard Magic Archer Mega Knight

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