My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 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!
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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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.

Missing

Defensive buildings

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

Cannon Bomb Tower

Investments

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

Knight Golem

Offensive cards

Win conditions

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

Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Tornado The Log

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.

Electro Spirit Knight Golem

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 Spirit Golem

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
Guards
Giant Snowball
Cannon Guards
Zap
Cannon Guards
Barbarian Barrel
Electro Spirit Knight Cannon Bomb Tower Guards
The Log
Electro Spirit Cannon Guards
Earthquake
Cannon Bomb Tower Guards
Arrows
Electro Spirit Guards
Royal Delivery
Electro Spirit Knight Guards
Fireball
Cannon Bomb Tower
Poison
Cannon Bomb Tower Guards
Lightning
Knight Cannon Bomb Tower
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomb Tower Tornado 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.

Electro Spirit Knight Guards Tornado Golem

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.

Electro Spirit The Log Knight Cannon Guards Tornado Bomb Tower Golem

Shortest cycle

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

9 Electro Spirit The Log Knight Cannon

Attack Synergies 0 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.

Electro Spirit
Golem
Knight
The Log
Cannon
Bomb Tower
Guards
The Log
Tornado
Golem The Log
Golem
Electro Spirit Tornado The Log
The Log
Knight Guards Tornado Golem

Defense Synergies 5 6

Electro Spirit
The Log
Knight
Cannon Bomb Tower Tornado The Log
Cannon
Knight The Log Guards
Bomb Tower
Knight Tornado The Log
Guards
Cannon The Log
Tornado
Bomb Tower Knight The Log
Golem
The Log
Cannon Bomb Tower Electro Spirit Knight Guards Tornado

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 Cannon The Log
Bomb Tower Knight Cannon The Log
Cannon Bomb Tower Tornado Knight
Cannon Bomb Tower Knight Guards
Bomb Tower Tornado The Log
Tornado The Log Electro Spirit Cannon Bomb Tower Guards
Tornado Electro Spirit Cannon Bomb Tower
Electro Spirit Cannon Bomb Tower The Log
Cannon Bomb Tower Tornado
Knight Guards Tornado Cannon
Guards Electro Spirit Knight Cannon Bomb Tower Tornado The Log
Tornado
Cannon Bomb Tower Knight Guards The Log
Bomb Tower Electro Spirit Cannon Guards Tornado The Log
Knight Cannon Bomb Tower
Bomb Tower Tornado Cannon The Log
Bomb Tower Knight Cannon Tornado
Cannon Bomb Tower Electro Spirit Knight Guards Tornado The Log
Bomb Tower Tornado The Log Electro Spirit Knight Cannon Guards
Cannon Bomb Tower Tornado
Electro Spirit Knight Cannon Bomb Tower Guards The Log
Cannon Bomb Tower

Counters to secondary win conditions

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

Knight Guards
Knight Bomb Tower The Log
Guards Knight Bomb Tower The Log
Guards Knight Tornado The Log
Knight Cannon Guards
Electro Spirit Bomb Tower Tornado
Guards Knight Bomb Tower
Knight Bomb Tower
Electro Spirit Knight Bomb Tower Tornado The Log
Cannon Guards
Knight Bomb Tower Guards
Guards Tornado The Log
Knight Cannon Bomb Tower Guards
Cannon Bomb Tower
Guards Electro Spirit Knight Bomb Tower Tornado The Log
Electro Spirit Cannon Bomb Tower The Log
Electro Spirit Cannon Bomb Tower

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 Guards The Log
Tornado The Log
The Log
Knight Guards The Log
The Log
Electro Spirit Tornado
Tornado The Log
The Log Tornado
The Log Tornado
Guards Tornado
Knight Tornado The Log
Tornado
Knight The Log
The Log
The Log
The Log
Tornado
The Log
Tornado The Log
The Log
Tornado
Tornado The Log
The Log
Tornado The Log Electro Spirit
The Log Tornado
Tornado The Log
Tornado The Log
Tornado
Electro Spirit Guards
The Log
Electro Spirit
The Log
Electro Spirit Guards
Tornado
The Log
Knight
The Log
Tornado
Electro Spirit Guards Tornado The Log
Tornado
Tornado The Log

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