My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Cannon

Investments

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

Knight Wizard

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 Rocket Lightning The Log

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight

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
Giant Snowball
Cannon
Zap
Cannon
Barbarian Barrel
Knight Cannon Wizard
The Log
Cannon
Earthquake
Cannon
Arrows
Royal Delivery
Knight Wizard
Fireball
Cannon Wizard
Poison
Cannon Wizard
Lightning
Knight Cannon Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Rocket 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.

Knight Rocket

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap The Log Knight Cannon Wizard Rocket Lightning

Shortest cycle

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

7 Mirror Zap The Log Knight

Attack Synergies 2 6

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
Mirror Knight The Log
Knight
Zap Wizard The Log
Cannon
Wizard
Knight
Rocket
Mirror
Mirror
Zap The Log Rocket Lightning
Lightning
Mirror
The Log
Mirror Zap Knight

Defense Synergies 5 10

Zap
Cannon Mirror Knight The Log
Knight
Cannon Zap Wizard The Log
Cannon
Zap Knight Mirror The Log Wizard Rocket
Wizard
Knight Cannon The Log
Rocket
Cannon The Log
Mirror
Zap Cannon The Log
Lightning
The Log
The Log
Cannon Zap Knight Wizard Rocket Mirror Lightning

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.

Rocket Lightning Zap Knight Cannon Wizard The Log
Zap Knight Cannon The Log
Cannon Rocket Knight Lightning
Cannon Knight
Lightning Rocket The Log
The Log Zap Cannon
Rocket Lightning Zap Cannon Wizard
Rocket Lightning Zap Cannon The Log
Cannon
Knight Cannon
Zap Knight Cannon Wizard The Log
Zap Wizard
Cannon Zap Knight Wizard Rocket Lightning The Log
Wizard Rocket Zap Cannon The Log
Knight Cannon
Rocket Zap Cannon Lightning The Log
Wizard Knight Cannon
Cannon Zap Knight Wizard The Log
Zap Wizard The Log Knight Cannon
Cannon
Wizard Knight Cannon The Log

Counters to secondary win conditions

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

Knight Zap
Zap Knight Wizard Rocket Lightning The Log
Zap Knight Rocket Lightning The Log
Rocket Lightning Zap Knight The Log
Knight Cannon
Wizard Rocket Zap
Rocket Knight Lightning
Knight
Zap Rocket Lightning Knight The Log
Cannon
Knight
Rocket Lightning Zap The Log
Rocket Lightning Knight Cannon Wizard
Wizard Cannon
Zap Knight Rocket Lightning The Log
Zap Cannon Wizard 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.)

Lightning Knight Rocket The Log
Zap The Log
Rocket Lightning The Log
Lightning Knight Rocket The Log
Wizard Rocket Zap The Log
Wizard Zap Rocket
Wizard The Log
The Log Zap Wizard Lightning
The Log Zap Wizard Lightning
Rocket Lightning
Rocket Lightning Zap Knight Wizard The Log
Lightning Zap Wizard Rocket
Rocket Lightning Knight The Log
Lightning Rocket
Lightning Zap The Log
Rocket Lightning Zap Wizard The Log
Lightning Wizard Rocket The Log
Lightning Rocket
Rocket Lightning
Rocket Lightning Zap Wizard The Log
Rocket Lightning Zap Wizard The Log
Rocket Lightning The Log
Rocket Lightning Wizard
Rocket Lightning The Log
Rocket Lightning Zap The Log
Zap The Log Wizard
The Log Zap Wizard Lightning
Lightning Zap Wizard The Log
Rocket Lightning Zap The Log
Lightning Zap Wizard
Zap Rocket Lightning Wizard
Lightning
Lightning Zap Wizard Rocket The Log
Zap Rocket Lightning
Rocket Wizard Lightning The Log
Zap Lightning Rocket
Rocket Lightning Zap Wizard
The Log
Lightning Knight Wizard Rocket
The Log Zap Wizard Lightning
Rocket Lightning Zap
Zap Rocket Lightning The Log
Zap Rocket Lightning
Lightning Zap Rocket The Log

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