My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 Phoenix Ram Rider

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 Bandit Electro Wizard Phoenix Ram Rider Mega Knight Goblinstein

Offensive cards

Win conditions

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

Ram Rider

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.

Bandit Ram Rider 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 Bandit Phoenix Ram Rider 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 Ram Rider

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
Bandit Phoenix Ram Rider
Giant Snowball
Ram Rider
Zap
Bandit Ram Rider
Barbarian Barrel
Knight Bandit Electro Wizard
The Log
Bandit Ram Rider
Earthquake
Arrows
Royal Delivery
Knight Bandit Electro Wizard Ram Rider
Fireball
Bandit Electro Wizard Ram Rider
Poison
Electro Wizard Phoenix
Lightning
Knight Bandit Electro Wizard Phoenix Ram Rider Goblinstein
Rocket
Phoenix Ram Rider

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 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.

The Log Knight Bandit Electro Wizard Phoenix Ram Rider Goblinstein Mega Knight

Shortest cycle

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

12 The Log Knight Bandit Electro Wizard

Attack Synergies 0 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.

Knight
The Log Electro Wizard Ram Rider
The Log
Knight Bandit Ram Rider Mega Knight
Bandit
The Log Electro Wizard Ram Rider Mega Knight
Electro Wizard
Knight Bandit Ram Rider Mega Knight
Phoenix
Ram Rider
Knight The Log Bandit Electro Wizard Mega Knight Goblinstein
Mega Knight
The Log Bandit Electro Wizard Ram Rider
Goblinstein
Ram Rider

Defense Synergies 1 11

Knight
Electro Wizard The Log Phoenix
The Log
Knight Bandit Electro Wizard Ram Rider Mega Knight
Bandit
The Log Electro Wizard Ram Rider Mega Knight
Electro Wizard
Knight The Log Bandit Ram Rider Mega Knight
Phoenix
Knight
Ram Rider
The Log Bandit Electro Wizard
Mega Knight
The Log Bandit Electro Wizard
Goblinstein

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 Ram Rider
Knight The Log Bandit Electro Wizard Phoenix Ram Rider Mega Knight
Ram Rider Mega Knight Knight Bandit Electro Wizard
Knight Bandit Electro Wizard Phoenix Ram Rider Mega Knight
The Log Mega Knight
The Log Bandit Electro Wizard Mega Knight
Electro Wizard Ram Rider Phoenix
The Log Bandit Electro Wizard Phoenix Ram Rider Mega Knight
Phoenix
Knight Bandit Electro Wizard Phoenix Mega Knight
Electro Wizard Knight The Log Bandit Ram Rider Mega Knight
Electro Wizard Phoenix Ram Rider
Mega Knight Knight The Log Bandit Electro Wizard Ram Rider
Mega Knight The Log Electro Wizard
Knight Bandit Electro Wizard Phoenix Ram Rider Mega Knight
The Log Bandit Electro Wizard Ram Rider Mega Knight Goblinstein
Mega Knight Knight Electro Wizard
Mega Knight Knight The Log Bandit Electro Wizard Ram Rider
The Log Knight Bandit Electro Wizard Ram Rider Mega Knight
Electro Wizard Phoenix Ram Rider
Mega Knight Knight The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Mega Knight Bandit Electro Wizard
Bandit Electro Wizard Knight The Log Phoenix Mega Knight
Bandit Mega Knight Knight The Log Electro Wizard Ram Rider
Mega Knight Knight The Log Bandit Electro Wizard Phoenix Ram Rider
Knight Bandit Phoenix Ram Rider Mega Knight
Goblinstein Electro Wizard Ram Rider
Knight Bandit Electro Wizard Phoenix Ram Rider
Mega Knight Knight Phoenix
Electro Wizard Mega Knight Goblinstein Knight The Log Bandit Phoenix
Phoenix
Mega Knight Knight Phoenix
Mega Knight The Log Electro Wizard Phoenix
Mega Knight Knight Bandit Ram Rider
Mega Knight
Electro Wizard Phoenix Knight The Log Goblinstein
Mega Knight The Log Electro Wizard Phoenix
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 Bandit
The Log Bandit Electro Wizard Ram Rider
The Log Bandit
Knight The Log
The Log Mega Knight Goblinstein
Goblinstein Ram Rider
The Log
The Log Ram Rider
The Log Bandit Ram Rider
Electro Wizard
Knight The Log Bandit Electro Wizard Ram Rider
Knight The Log Bandit
Bandit
The Log
The Log Bandit
The Log Bandit Mega Knight
The Log Bandit Electro Wizard Mega Knight
The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Mega Knight Goblinstein
The Log Bandit Electro Wizard Ram Rider
The Log Bandit Ram Rider Mega Knight
The Log Bandit
Electro Wizard
Electro Wizard Goblinstein
The Log Bandit Mega Knight
Electro Wizard
Mega Knight
The Log
Electro Wizard Bandit Goblinstein
Electro Wizard Ram Rider
The Log
Knight Electro Wizard Mega Knight
The Log
Mega Knight
The Log Electro Wizard
Electro Wizard
The Log Bandit Electro Wizard Mega Knight
Mega Knight

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