My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Godly!
Versatility
Good
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 anti-air splash!

You don't have a card, that attacks air and has splash 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 Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

X-Bow

Investments

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

Knight X-Bow Bandit Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Wall Breakers X-Bow

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.

Wall Breakers X-Bow Bandit 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.

Knight Wall Breakers X-Bow Bandit 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.

Bandit 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
Wall Breakers Bandit Inferno Dragon
Giant Snowball
Wall Breakers Inferno Dragon
Zap
Wall Breakers X-Bow Bandit Inferno Dragon
Barbarian Barrel
Knight Wall Breakers X-Bow Bandit Electro Wizard
The Log
Wall Breakers X-Bow Bandit
Earthquake
X-Bow
Arrows
Wall Breakers
Royal Delivery
Knight Wall Breakers Bandit Electro Wizard Inferno Dragon
Fireball
Wall Breakers X-Bow Bandit Electro Wizard Inferno Dragon
Poison
X-Bow Electro Wizard
Lightning
Knight X-Bow Bandit Electro Wizard Inferno Dragon
Rocket
X-Bow Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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.

Knight 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.

Wall Breakers The Log Knight Bandit Electro Wizard Inferno Dragon X-Bow Mega Knight

Shortest cycle

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

10 Wall Breakers The Log Knight Bandit

Attack Synergies 4 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
Wall Breakers X-Bow The Log Electro Wizard
Wall Breakers
Knight The Log Electro Wizard Mega Knight
X-Bow
Knight The Log Bandit
The Log
X-Bow Knight Wall Breakers Bandit Mega Knight
Bandit
X-Bow The Log Electro Wizard Mega Knight
Electro Wizard
Knight Wall Breakers Bandit Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Wall Breakers The Log Bandit Electro Wizard

Defense Synergies 3 12

Knight
X-Bow Electro Wizard The Log
Wall Breakers
X-Bow
Knight The Log Bandit Electro Wizard
The Log
X-Bow Knight Bandit Electro Wizard Inferno Dragon Mega Knight
Bandit
X-Bow The Log Electro Wizard Mega Knight
Electro Wizard
Knight X-Bow The Log Bandit Inferno Dragon Mega Knight
Inferno Dragon
The Log Electro Wizard Mega Knight
Mega Knight
The Log Bandit 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.

Knight X-Bow The Log Electro Wizard
Inferno Dragon Knight X-Bow The Log Bandit Electro Wizard Mega Knight
Mega Knight Knight Bandit Electro Wizard Inferno Dragon
Inferno Dragon Knight Bandit Electro Wizard Mega Knight
X-Bow The Log Mega Knight
The Log X-Bow Bandit Electro Wizard Mega Knight
Electro Wizard Inferno Dragon X-Bow
X-Bow The Log Bandit Electro Wizard Mega Knight
Inferno Dragon X-Bow
Knight Bandit Electro Wizard Mega Knight
Electro Wizard Knight X-Bow The Log Bandit Mega Knight
Inferno Dragon Electro Wizard
Mega Knight Knight X-Bow The Log Bandit Electro Wizard
Mega Knight X-Bow The Log Electro Wizard
Inferno Dragon Knight X-Bow Bandit Electro Wizard Mega Knight
X-Bow The Log Bandit Electro Wizard Inferno Dragon Mega Knight
Mega Knight Knight X-Bow Electro Wizard
Mega Knight Knight X-Bow The Log Bandit Electro Wizard
The Log Knight Bandit Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Mega Knight Knight The Log Bandit Electro Wizard
Inferno Dragon

Counters to secondary win conditions

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

Knight Mega Knight X-Bow Bandit Electro Wizard
Bandit Electro Wizard Knight X-Bow The Log Inferno Dragon Mega Knight
Bandit Mega Knight Knight The Log Electro Wizard
Mega Knight Knight X-Bow The Log Bandit Electro Wizard
Knight Bandit Inferno Dragon Mega Knight
Electro Wizard
Knight Bandit Electro Wizard
Mega Knight Knight Inferno Dragon
Electro Wizard Mega Knight Knight X-Bow The Log Bandit Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Knight
Mega Knight The Log Electro Wizard
Mega Knight Knight Bandit
Mega Knight
Electro Wizard Knight X-Bow The Log Inferno Dragon
Mega Knight The Log Electro Wizard Inferno Dragon
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 X-Bow The Log Bandit
X-Bow The Log Bandit Electro Wizard
X-Bow The Log Bandit
Knight The Log
The Log Mega Knight
The Log
X-Bow The Log
The Log X-Bow Bandit
X-Bow Electro Wizard
Knight X-Bow The Log Bandit Electro Wizard
Knight The Log Bandit
X-Bow Bandit
X-Bow The Log
X-Bow The Log Bandit
X-Bow The Log Bandit Mega Knight
X-Bow The Log Bandit Electro Wizard Mega Knight
X-Bow The Log Mega Knight
X-Bow The Log Mega Knight
X-Bow The Log
X-Bow The Log
The Log Mega Knight
Inferno Dragon
X-Bow The Log Bandit Electro Wizard
X-Bow The Log Bandit Mega Knight
X-Bow The Log Bandit
X-Bow Electro Wizard
Electro Wizard
X-Bow The Log Bandit Mega Knight
Electro Wizard
Mega Knight
The Log
Electro Wizard X-Bow Bandit
Electro Wizard
The Log
Knight Electro Wizard Mega Knight
The Log
Mega Knight
The Log Electro Wizard
Electro Wizard
X-Bow The Log Bandit Electro Wizard Mega Knight
Inferno Dragon
Mega Knight

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