My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Good
Synergy
Good
Versatility
Bad
F2P score
RIP

2 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 anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

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.

Electro Wizard 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.

Knight Battle Ram Royal Ghost Electro Wizard Magic Archer Boss Bandit

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Battle Ram

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.

Battle Ram Royal Ghost

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.

Knight Heal Spirit Battle Ram Royal Ghost Magic Archer Boss Bandit

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.

Royal Ghost Electro Wizard Magic Archer Boss Bandit

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
Battle Ram
Giant Snowball
Battle Ram
Zap
Battle Ram
Barbarian Barrel
Knight Heal Spirit Battle Ram Royal Ghost Electro Wizard Magic Archer
The Log
Heal Spirit Battle Ram
Earthquake
Arrows
Heal Spirit
Royal Delivery
Knight Heal Spirit Battle Ram Royal Ghost Electro Wizard Magic Archer Boss Bandit
Fireball
Battle Ram Electro Wizard Magic Archer Boss Bandit
Poison
Electro Wizard Magic Archer Boss Bandit
Lightning
Knight Battle Ram Electro Wizard Magic Archer Boss Bandit
Rocket
Magic Archer Boss Bandit

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

The Log Royal Ghost Magic Archer

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.

Knight Heal Spirit Battle Ram Royal Ghost Boss Bandit

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.

Heal Spirit 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.

Heal Spirit The Log Knight Royal Ghost Battle Ram Electro Wizard Magic Archer Boss Bandit

Shortest cycle

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

9 Heal Spirit The Log Knight Royal Ghost

Attack Synergies 3 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.

Knight
Battle Ram Heal Spirit The Log Electro Wizard Magic Archer
Heal Spirit
Knight Battle Ram
Battle Ram
Knight The Log Magic Archer Heal Spirit Royal Ghost Electro Wizard
The Log
Battle Ram Knight Magic Archer
Royal Ghost
Battle Ram Electro Wizard Magic Archer
Electro Wizard
Knight Battle Ram Royal Ghost Magic Archer
Magic Archer
Battle Ram Knight The Log Royal Ghost Electro Wizard
Boss Bandit

Defense Synergies 2 6

Knight
Electro Wizard Magic Archer The Log
Heal Spirit
Battle Ram
The Log
Knight Royal Ghost Electro Wizard Magic Archer
Royal Ghost
The Log Electro Wizard
Electro Wizard
Knight The Log Royal Ghost Magic Archer
Magic Archer
Knight The Log Electro Wizard
Boss Bandit

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.

Knight The Log Electro Wizard Magic Archer
Knight The Log Electro Wizard
Knight Electro Wizard
Knight Electro Wizard
The Log
The Log Royal Ghost Electro Wizard Magic Archer
Electro Wizard Magic Archer
The Log Electro Wizard Magic Archer
Knight Royal Ghost Electro Wizard
Electro Wizard Knight The Log Royal Ghost Magic Archer
Electro Wizard Magic Archer
Knight The Log Electro Wizard
The Log Royal Ghost Electro Wizard Magic Archer
Knight Electro Wizard
The Log Electro Wizard
Knight Electro Wizard
Knight The Log Royal Ghost Electro Wizard Magic Archer
The Log Knight Royal Ghost Electro Wizard Magic Archer
Electro Wizard
Royal Ghost Knight The Log Electro Wizard

Counters to secondary win conditions

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

Knight Royal Ghost Electro Wizard
Electro Wizard Knight The Log Royal Ghost Magic Archer
Knight The Log Electro Wizard
Knight The Log Electro Wizard
Knight
Electro Wizard Magic Archer
Knight Electro Wizard
Knight
Electro Wizard Knight The Log Magic Archer
Knight
The Log Electro Wizard
Knight
Magic Archer
Electro Wizard Knight The Log Magic Archer
The Log Royal Ghost Electro Wizard Magic Archer
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.)

Magic Archer Knight The Log Royal Ghost
The Log Royal Ghost Electro Wizard Magic Archer
The Log Magic Archer
Knight The Log
The Log Magic Archer
Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log
Electro Wizard
Knight The Log Electro Wizard Magic Archer
Magic Archer
Knight The Log Magic Archer
Magic Archer
The Log Magic Archer
The Log Magic Archer
Magic Archer The Log
The Log Electro Wizard Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log
The Log
The Log Magic Archer
The Log Royal Ghost Electro Wizard Magic Archer
The Log Magic Archer
The Log Magic Archer
Electro Wizard Magic Archer
Electro Wizard
The Log Magic Archer
Electro Wizard Magic Archer
The Log Magic Archer
Electro Wizard Magic Archer
Electro Wizard Magic Archer
The Log
Knight Electro Wizard Magic Archer
The Log Magic Archer
The Log Electro Wizard Magic Archer
Electro Wizard Magic Archer
The Log Royal Ghost Electro Wizard Magic Archer

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