My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Inferno Tower Electro Wizard Little Prince

Defensive buildings

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

Inferno Tower

Investments

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

Skeletons Knight Electro Wizard Mega Knight Little Prince

Offensive cards

Win conditions

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

Hog 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.

Hog 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 Hog 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.

Hog Rider 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
Skeletons Hog Rider
Giant Snowball
Skeletons Hog Rider Little Prince
Zap
Skeletons Inferno Tower Little Prince
Barbarian Barrel
Skeletons Knight Inferno Tower Electro Wizard Little Prince
The Log
Skeletons Hog Rider Little Prince
Earthquake
Skeletons Hog Rider Inferno Tower
Arrows
Skeletons Little Prince
Royal Delivery
Skeletons Knight Hog Rider Electro Wizard Little Prince
Fireball
Hog Rider Inferno Tower Electro Wizard Little Prince
Poison
Inferno Tower Electro Wizard Little Prince
Lightning
Knight Inferno Tower Electro Wizard Little Prince
Rocket
Hog Rider Inferno Tower Little Prince

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 Tower 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.

Skeletons The Log Knight Little Prince Hog Rider Electro Wizard Inferno Tower Mega Knight

Shortest cycle

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

9 Skeletons The Log Knight Little Prince

Attack Synergies 2 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.

Skeletons
Knight
Hog Rider The Log Electro Wizard Little Prince
Hog Rider
Knight The Log Electro Wizard Mega Knight Little Prince
Inferno Tower
The Log
Hog Rider Knight Mega Knight Little Prince
Electro Wizard
Knight Hog Rider Mega Knight
Mega Knight
Hog Rider The Log Electro Wizard
Little Prince
Knight Hog Rider The Log

Defense Synergies 5 12

Skeletons
Knight Inferno Tower The Log Electro Wizard Little Prince
Knight
Inferno Tower Electro Wizard Little Prince Skeletons The Log
Hog Rider
Inferno Tower
Knight The Log Electro Wizard Skeletons Mega Knight
The Log
Inferno Tower Skeletons Knight Electro Wizard Mega Knight Little Prince
Electro Wizard
Knight Inferno Tower Skeletons The Log Mega Knight Little Prince
Mega Knight
Inferno Tower The Log Electro Wizard
Little Prince
Knight Skeletons The Log Electro Wizard

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 Inferno Tower The Log Electro Wizard
Inferno Tower Skeletons Knight The Log Electro Wizard Mega Knight
Inferno Tower Mega Knight Skeletons Knight Electro Wizard
Inferno Tower Skeletons Knight Electro Wizard Mega Knight
The Log Mega Knight
The Log Skeletons Electro Wizard Mega Knight
Inferno Tower Electro Wizard Little Prince
Inferno Tower The Log Electro Wizard Mega Knight
Inferno Tower Skeletons
Knight Skeletons Inferno Tower Electro Wizard Mega Knight Little Prince
Electro Wizard Skeletons Knight The Log Mega Knight
Inferno Tower Electro Wizard
Inferno Tower Mega Knight Skeletons Knight The Log Electro Wizard
Mega Knight The Log Electro Wizard
Inferno Tower Knight Electro Wizard Mega Knight
Inferno Tower The Log Electro Wizard Mega Knight
Mega Knight Skeletons Knight Inferno Tower Electro Wizard
Mega Knight Knight The Log Electro Wizard Little Prince
The Log Knight Electro Wizard Mega Knight Little Prince
Inferno Tower Electro Wizard
Mega Knight Knight The Log Electro Wizard Little Prince

Counters to secondary win conditions

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

Knight Mega Knight Skeletons Inferno Tower Electro Wizard
Electro Wizard Knight The Log Mega Knight
Mega Knight Skeletons Knight Inferno Tower The Log Electro Wizard
Mega Knight Knight Inferno Tower The Log Electro Wizard
Inferno Tower Skeletons Knight Mega Knight
Skeletons Electro Wizard
Skeletons Knight Inferno Tower Electro Wizard
Inferno Tower Mega Knight Knight
Electro Wizard Mega Knight Skeletons Knight Inferno Tower The Log
Inferno Tower Skeletons
Mega Knight Knight Inferno Tower
Mega Knight The Log Electro Wizard
Mega Knight Skeletons Knight Inferno Tower
Mega Knight
Inferno Tower Electro Wizard Skeletons Knight The Log Little Prince
Mega Knight Inferno Tower The Log Electro Wizard
Inferno Tower 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
The Log Electro Wizard
The Log
Knight The Log
The Log Mega Knight
The Log
The Log
The Log
Electro Wizard
Knight The Log Electro Wizard
Knight The Log
The Log
The Log
The Log Mega Knight
The Log Electro Wizard Mega Knight
The Log Mega Knight Little Prince
The Log Mega Knight
The Log
The Log
The Log Mega Knight Little Prince
The Log Electro Wizard
The Log Mega Knight
The Log
Electro Wizard Little Prince
Electro Wizard
The Log Mega Knight
Electro Wizard
Mega Knight
The Log
Electro Wizard
Electro Wizard
The Log
Knight Electro Wizard Mega Knight
The Log
Mega Knight
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard Mega Knight Little Prince
Mega Knight

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