My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Royal Ghost Magic Archer

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.

Fire Spirit Wizard Ice 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.

Bomber Knight Royal Giant Wizard Ice 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.

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.

Fire Spirit Knight Royal Giant

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
Bomber Royal Giant
Giant Snowball
Fire Spirit Bomber
Zap
Fire Spirit Bomber Royal Giant
Barbarian Barrel
Fire Spirit Bomber Knight Wizard Ice Wizard Electro Wizard
The Log
Fire Spirit Bomber Royal Giant
Earthquake
Bomber
Arrows
Fire Spirit Bomber
Royal Delivery
Fire Spirit Bomber Knight Wizard Ice Wizard Electro Wizard
Fireball
Bomber Wizard Ice Wizard Electro Wizard
Poison
Bomber Wizard Ice Wizard Electro Wizard
Lightning
Knight Wizard Ice Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Wizard The Log Ice Wizard

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.

Fire Spirit Knight Ice Wizard

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.

Fire Spirit Wizard Ice 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.

Fire Spirit Bomber The Log Knight Ice Wizard Electro Wizard Wizard Royal Giant

Shortest cycle

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

8 Fire Spirit Bomber The Log Knight

Attack Synergies 3 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.

Fire Spirit
Royal Giant Knight
Bomber
Royal Giant Knight
Knight
Fire Spirit Bomber Wizard The Log Ice Wizard Electro Wizard
Royal Giant
Fire Spirit Bomber Ice Wizard Wizard The Log Electro Wizard
Wizard
Knight Royal Giant
The Log
Knight Royal Giant
Ice Wizard
Royal Giant Knight
Electro Wizard
Knight Royal Giant

Defense Synergies 4 11

Fire Spirit
Knight The Log Electro Wizard
Bomber
Knight The Log Electro Wizard
Knight
Fire Spirit Bomber Ice Wizard Electro Wizard Wizard The Log
Royal Giant
Wizard
Knight The Log Ice Wizard Electro Wizard
The Log
Fire Spirit Bomber Knight Wizard Ice Wizard Electro Wizard
Ice Wizard
Knight Wizard The Log
Electro Wizard
Knight Fire Spirit Bomber Wizard 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.

Bomber Knight Wizard The Log Electro Wizard
Bomber Knight The Log Ice Wizard Electro Wizard
Fire Spirit Bomber Knight Ice Wizard Electro Wizard
Bomber Knight Ice Wizard Electro Wizard
Bomber The Log
The Log Fire Spirit Bomber Ice Wizard Electro Wizard
Electro Wizard Fire Spirit Wizard Ice Wizard
The Log Electro Wizard
Ice Wizard
Knight Fire Spirit Bomber Ice Wizard Electro Wizard
Ice Wizard Electro Wizard Bomber Knight Wizard The Log
Wizard Ice Wizard Electro Wizard
Fire Spirit Bomber Knight Wizard The Log Ice Wizard Electro Wizard
Fire Spirit Bomber Wizard The Log Electro Wizard
Knight Electro Wizard
The Log Electro Wizard
Wizard Bomber Knight Electro Wizard
Fire Spirit Bomber Knight Wizard The Log Ice Wizard Electro Wizard
Wizard The Log Fire Spirit Bomber Knight Ice Wizard Electro Wizard
Electro Wizard
Bomber Wizard Fire Spirit Knight The Log Electro Wizard

Counters to secondary win conditions

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

Knight Electro Wizard
Electro Wizard Bomber Knight Wizard The Log
Knight The Log Electro Wizard
Knight The Log Electro Wizard
Knight
Fire Spirit Wizard Ice Wizard Electro Wizard
Knight Ice Wizard Electro Wizard
Knight
Electro Wizard Knight The Log
Knight
The Log Electro Wizard
Knight Wizard
Wizard Bomber
Electro Wizard Bomber Knight The Log
Bomber Wizard The Log Ice Wizard 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.)

Knight The Log
The Log Ice Wizard Electro Wizard
The Log
Knight The Log
Bomber Wizard Fire Spirit The Log
Wizard Fire Spirit Ice Wizard
Fire Spirit Bomber Wizard The Log
The Log Fire Spirit Wizard Ice Wizard
The Log Wizard
Fire Spirit Electro Wizard
Knight Wizard The Log Electro Wizard
Fire Spirit Wizard
Fire Spirit Knight The Log
The Log
Bomber Wizard The Log
Wizard The Log
Bomber
Fire Spirit Bomber Wizard The Log Electro Wizard
Fire Spirit Bomber Wizard The Log
The Log
Wizard
The Log
The Log
The Log Fire Spirit Bomber Wizard Ice Wizard
The Log Wizard Ice Wizard Electro Wizard
Wizard The Log
The Log
Fire Spirit Wizard Ice Wizard Electro Wizard
Electro Wizard Wizard
Bomber Wizard The Log
Electro Wizard
Wizard The Log
Electro Wizard Fire Spirit
Fire Spirit Wizard Ice Wizard Electro Wizard
The Log
Knight Wizard Electro Wizard
The Log Bomber Wizard
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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