My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
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 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!
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.

Wizard Electro Wizard

Defensive buildings

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

Mortar

Investments

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

Elixir Golem Battle Ram Wizard Electro Wizard Mega Knight Golden Knight

Offensive cards

Win conditions

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

Mortar Elixir Golem 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.

Mortar Elixir Golem Battle Ram Mega Knight Golden 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.

Mortar Elixir Golem Battle Ram 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.

Electro Wizard Golden Knight

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
Elixir Golem Battle Ram
Giant Snowball
Battle Ram
Zap
Mortar Battle Ram
Barbarian Barrel
Mortar Elixir Golem Battle Ram Wizard Electro Wizard
The Log
Elixir Golem Battle Ram
Earthquake
Mortar Elixir Golem
Arrows
Royal Delivery
Elixir Golem Battle Ram Wizard Electro Wizard
Fireball
Mortar Elixir Golem Battle Ram Wizard Electro Wizard
Poison
Mortar Elixir Golem Wizard Electro Wizard
Lightning
Mortar Battle Ram Wizard Electro Wizard
Rocket
Mortar Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Wizard 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.

Elixir Golem Battle Ram 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

The Log Elixir Golem Mortar Battle Ram Electro Wizard Golden Knight Wizard Mega Knight

Shortest cycle

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

13 The Log Elixir Golem Mortar Battle Ram

Attack Synergies 1 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.

Mortar
The Log Golden Knight
Elixir Golem
Wizard The Log
Battle Ram
The Log Electro Wizard Golden Knight
Wizard
Elixir Golem Mega Knight
The Log
Battle Ram Mortar Elixir Golem Mega Knight
Electro Wizard
Battle Ram Mega Knight
Mega Knight
Wizard The Log Electro Wizard
Golden Knight
Mortar Battle Ram

Defense Synergies 0 11

Mortar
Wizard The Log Electro Wizard
Elixir Golem
Battle Ram
Wizard
Mortar The Log Electro Wizard Mega Knight Golden Knight
The Log
Mortar Wizard Electro Wizard Mega Knight Golden Knight
Electro Wizard
Mortar Wizard The Log Mega Knight
Mega Knight
Wizard The Log Electro Wizard
Golden Knight
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.

Mortar Wizard The Log Electro Wizard Golden Knight
Mortar The Log Electro Wizard Mega Knight
Mortar Mega Knight Electro Wizard
Mortar Electro Wizard Mega Knight
The Log Mega Knight
The Log Electro Wizard Mega Knight
Electro Wizard Mortar Wizard
The Log Electro Wizard Mega Knight Golden Knight
Mortar
Electro Wizard Mega Knight
Electro Wizard Wizard The Log Mega Knight
Wizard Electro Wizard
Mortar Mega Knight Wizard The Log Electro Wizard
Wizard Mega Knight Mortar The Log Electro Wizard Golden Knight
Mortar Electro Wizard Mega Knight
Mortar The Log Electro Wizard Mega Knight
Wizard Mega Knight Mortar Electro Wizard
Mortar Mega Knight Wizard The Log Electro Wizard Golden Knight
Mortar Wizard The Log Electro Wizard Mega Knight
Mortar Electro Wizard
Wizard Mega Knight The Log Electro Wizard
Mortar

Counters to secondary win conditions

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

Mega Knight Electro Wizard
Electro Wizard Mortar Wizard The Log Mega Knight
Mega Knight The Log Electro Wizard Golden Knight
Mega Knight The Log Electro Wizard
Mega Knight
Wizard Electro Wizard
Electro Wizard
Mega Knight
Electro Wizard Mega Knight Mortar The Log
Mega Knight Golden Knight
Mega Knight The Log Electro Wizard
Mega Knight Wizard Golden Knight
Wizard Mega Knight
Electro Wizard Mortar The Log Golden Knight
Mega Knight Wizard The Log Electro Wizard Golden Knight
Mortar 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.)

Mortar The Log Golden Knight
Mortar The Log Electro Wizard Golden Knight
The Log
The Log
Wizard Mortar The Log Mega Knight
Wizard
Mortar Wizard The Log
The Log Wizard
The Log Mortar Wizard Golden Knight
Electro Wizard
Mortar Wizard The Log Electro Wizard Golden Knight
Wizard
Mortar The Log Golden Knight
Mortar
Mortar The Log
Mortar Wizard The Log Golden Knight
Mortar Wizard The Log Mega Knight
Mortar
Mortar Wizard The Log Electro Wizard Mega Knight
Mortar Wizard The Log Mega Knight Golden Knight
The Log Mega Knight
Wizard
The Log
Mortar The Log
The Log Mortar Wizard Mega Knight
Mortar The Log Wizard Electro Wizard Golden Knight
Mortar Wizard The Log Mega Knight Golden Knight
Mortar The Log Golden Knight
Wizard Electro Wizard
Electro Wizard Wizard
Mortar Wizard The Log Mega Knight
Electro Wizard
Mega Knight
Wizard The Log
Electro Wizard
Wizard Electro Wizard
The Log
Wizard Electro Wizard Mega Knight
The Log Mortar Wizard
Mega Knight
The Log Electro Wizard Golden Knight
Electro Wizard
Mortar The Log Electro Wizard Mega Knight Golden Knight
Mortar Wizard Mega Knight

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