My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Minions Wizard Electro Wizard

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.

Royal Giant Wizard Electro Wizard

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 Elite Barbarians

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 Elite Barbarians

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.

Elite Barbarians 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
Minions Royal Giant Elite Barbarians Guards
Giant Snowball
Minions Guards
Zap
Minions Royal Giant Guards
Barbarian Barrel
Elite Barbarians Wizard Guards Electro Wizard
The Log
Royal Giant Elite Barbarians Guards
Earthquake
Guards
Arrows
Minions Guards
Royal Delivery
Minions Elite Barbarians Wizard Guards Electro Wizard
Fireball
Minions Elite Barbarians Wizard Electro Wizard
Poison
Minions Wizard Guards Electro Wizard
Lightning
Elite Barbarians Wizard Electro Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard 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.

Guards

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 Elite Barbarians

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.

Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Minions Guards Electro Wizard Wizard Royal Giant Elite Barbarians

Shortest cycle

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

10 Zap The Log Minions Guards

Attack Synergies 3 13

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
Elite Barbarians Electro Wizard Minions Royal Giant Guards The Log
Minions
Royal Giant Zap Elite Barbarians
Royal Giant
Minions Zap Elite Barbarians Wizard Guards The Log Electro Wizard
Elite Barbarians
Zap Minions Royal Giant Wizard The Log
Wizard
Royal Giant Elite Barbarians
Guards
Zap Royal Giant The Log
The Log
Zap Royal Giant Elite Barbarians Guards
Electro Wizard
Zap Royal Giant

Defense Synergies 1 14

Zap
Electro Wizard Minions Elite Barbarians Guards The Log
Minions
Zap The Log Electro Wizard
Royal Giant
Elite Barbarians
Zap Wizard The Log
Wizard
Elite Barbarians Guards The Log Electro Wizard
Guards
Zap Wizard The Log Electro Wizard
The Log
Zap Minions Elite Barbarians Wizard Guards Electro Wizard
Electro Wizard
Zap Minions Wizard Guards 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 Minions Wizard The Log Electro Wizard
Elite Barbarians Zap Minions The Log Electro Wizard
Minions Elite Barbarians Electro Wizard
Elite Barbarians Minions Guards Electro Wizard
Elite Barbarians The Log
The Log Zap Minions Guards Electro Wizard
Minions Electro Wizard Zap Wizard
Zap The Log Electro Wizard
Minions Elite Barbarians
Elite Barbarians Guards Electro Wizard
Minions Guards Electro Wizard Zap Wizard The Log
Minions Zap Wizard Electro Wizard
Zap Minions Elite Barbarians Wizard Guards The Log Electro Wizard
Wizard Zap Minions Guards The Log Electro Wizard
Elite Barbarians Electro Wizard
Zap Elite Barbarians The Log Electro Wizard
Wizard Minions Elite Barbarians Electro Wizard
Zap Minions Elite Barbarians Wizard Guards The Log Electro Wizard
Zap Wizard The Log Minions Guards Electro Wizard
Elite Barbarians Electro Wizard
Wizard Minions Elite Barbarians Guards The Log Electro Wizard

Counters to secondary win conditions

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

Guards Zap Elite Barbarians Electro Wizard
Electro Wizard Zap Elite Barbarians Wizard The Log
Guards Zap Minions Elite Barbarians The Log Electro Wizard
Guards Zap Elite Barbarians The Log Electro Wizard
Elite Barbarians Guards
Wizard Zap Minions Electro Wizard
Guards Minions Elite Barbarians Electro Wizard
Elite Barbarians
Zap Electro Wizard Minions Elite Barbarians The Log
Guards
Minions Elite Barbarians Guards
Zap Elite Barbarians Guards The Log Electro Wizard
Elite Barbarians Wizard Guards
Wizard
Elite Barbarians Guards Electro Wizard Zap Minions The Log
Minions Zap Elite Barbarians Wizard The Log Electro Wizard

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
Wizard Zap The Log
Wizard Zap Minions
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Minions Elite Barbarians Guards Electro Wizard
Zap Wizard The Log Electro Wizard
Zap Wizard
Elite Barbarians The Log
Minions
Zap Elite Barbarians The Log
Zap Wizard The Log
Wizard The Log
Minions
Zap Wizard The Log Electro Wizard
Zap Wizard The Log
Minions The Log
Wizard
The Log
Zap The Log
Zap The Log Wizard
The Log Zap Wizard Electro Wizard
Zap Wizard The Log
Zap The Log
Elite Barbarians Zap Wizard Electro Wizard
Zap Electro Wizard Minions Wizard Guards
Elite Barbarians
Zap Wizard The Log
Zap Electro Wizard
Wizard The Log
Zap Electro Wizard Minions Guards
Zap Wizard Electro Wizard
The Log
Wizard Electro Wizard
The Log Zap Wizard
Zap
Elite Barbarians
Zap Minions Elite Barbarians Guards The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard

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