My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers 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.

Archers Electro Wizard Inferno Dragon 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.

Zap 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.

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 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
Archers Guards Inferno Dragon
Giant Snowball
Archers Guards Inferno Dragon Lumberjack
Zap
Archers Guards Inferno Dragon
Barbarian Barrel
Archers Guards Electro Wizard Lumberjack
The Log
Archers Guards Lumberjack
Earthquake
Archers Guards
Arrows
Archers Guards
Royal Delivery
Archers Guards Electro Wizard Inferno Dragon Lumberjack
Fireball
Archers Electro Wizard Inferno Dragon Lumberjack
Poison
Archers Guards Electro Wizard
Lightning
Electro Wizard Inferno Dragon Lumberjack
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Guards Inferno Dragon 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.

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 Archers Guards Electro Wizard Inferno Dragon Lumberjack Mega Knight

Shortest cycle

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

10 Zap The Log Archers Guards

Attack Synergies 2 15

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
Electro Wizard Archers Guards The Log Lumberjack Mega Knight
Archers
Zap Inferno Dragon Lumberjack Mega Knight
Guards
Zap The Log Lumberjack
The Log
Zap Guards Lumberjack Mega Knight
Electro Wizard
Zap Lumberjack Mega Knight
Inferno Dragon
Mega Knight Archers
Lumberjack
Zap Archers Guards The Log Electro Wizard Mega Knight
Mega Knight
Inferno Dragon Zap Archers The Log Electro Wizard Lumberjack

Defense Synergies 2 21

Zap
Electro Wizard Mega Knight Archers Guards The Log Inferno Dragon Lumberjack
Archers
Zap Guards The Log Electro Wizard Lumberjack Mega Knight
Guards
Zap Archers The Log Electro Wizard Lumberjack
The Log
Zap Archers Guards Electro Wizard Inferno Dragon Lumberjack Mega Knight
Electro Wizard
Zap Archers Guards The Log Inferno Dragon Lumberjack Mega Knight
Inferno Dragon
Zap The Log Electro Wizard Mega Knight
Lumberjack
Zap Archers Guards The Log Electro Wizard
Mega Knight
Zap Archers The Log Electro Wizard Inferno Dragon

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 The Log Electro Wizard
Inferno Dragon Lumberjack Zap The Log Electro Wizard Mega Knight
Lumberjack Mega Knight Archers Electro Wizard Inferno Dragon
Inferno Dragon Lumberjack Guards Electro Wizard Mega Knight
The Log Lumberjack Mega Knight
The Log Zap Archers Guards Electro Wizard Lumberjack Mega Knight
Electro Wizard Inferno Dragon Zap Archers
Zap The Log Electro Wizard Mega Knight
Inferno Dragon Lumberjack
Guards Archers Electro Wizard Lumberjack Mega Knight
Archers Guards Electro Wizard Zap The Log Lumberjack Mega Knight
Inferno Dragon Zap Archers Electro Wizard
Lumberjack Mega Knight Zap Guards The Log Electro Wizard
Mega Knight Zap Guards The Log Electro Wizard Lumberjack
Inferno Dragon Electro Wizard Lumberjack Mega Knight
Zap The Log Electro Wizard Inferno Dragon Lumberjack Mega Knight
Mega Knight Electro Wizard Lumberjack
Mega Knight Zap Archers Guards The Log Electro Wizard Lumberjack
Zap The Log Archers Guards Electro Wizard Inferno Dragon Lumberjack Mega Knight
Electro Wizard Inferno Dragon Lumberjack
Mega Knight Archers Guards The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Mega Knight Zap Archers Electro Wizard
Electro Wizard Zap Archers The Log Inferno Dragon Lumberjack Mega Knight
Guards Lumberjack Mega Knight Zap The Log Electro Wizard
Guards Lumberjack Mega Knight Zap The Log Electro Wizard
Guards Inferno Dragon Lumberjack Mega Knight
Zap Archers Electro Wizard
Guards Archers Electro Wizard Lumberjack
Mega Knight Inferno Dragon Lumberjack
Zap Electro Wizard Mega Knight The Log Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Mega Knight Guards Lumberjack
Mega Knight Zap Guards The Log Electro Wizard
Mega Knight Guards Lumberjack
Archers Mega Knight
Guards Electro Wizard Zap Archers The Log Inferno Dragon Lumberjack
Mega Knight Zap Archers 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.)

Guards The Log
Zap The Log Electro Wizard
The Log
Guards The Log
Zap The Log Mega Knight
Zap
Archers The Log
The Log Zap
The Log Zap
Guards Electro Wizard Lumberjack
Zap The Log Electro Wizard
Zap Archers
The Log
Zap The Log
Zap The Log
The Log Mega Knight
Zap Archers The Log Electro Wizard Mega Knight
Zap The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap The Log Mega Knight
Inferno Dragon
The Log Zap Electro Wizard
Zap The Log Mega Knight
Zap The Log
Zap Archers Electro Wizard
Zap Electro Wizard Guards
Zap The Log Mega Knight
Zap Electro Wizard
Mega Knight
The Log
Zap Electro Wizard Archers Guards
Zap Archers Electro Wizard
The Log
Electro Wizard Lumberjack Mega Knight
The Log Zap
Zap
Mega Knight
Zap Guards The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard Mega Knight

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