My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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.

Tesla Wizard Executioner Electro Wizard

Defensive buildings

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

Tesla

Investments

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

Skeletons Tesla Wizard Executioner Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Missing

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.

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.

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

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 Guards
Giant Snowball
Skeletons Guards
Zap
Skeletons Guards
Barbarian Barrel
Skeletons Tesla Wizard Guards Executioner Electro Wizard
The Log
Skeletons Guards
Earthquake
Skeletons Tesla Guards
Arrows
Skeletons Guards
Royal Delivery
Skeletons Wizard Guards Executioner Electro Wizard
Fireball
Tesla Wizard Executioner Electro Wizard
Poison
Wizard Guards Executioner Electro Wizard
Lightning
Tesla Wizard Executioner Electro Wizard
Rocket
Wizard Executioner

Against air swarms

Spells and units that can counter air swarms.

Wizard Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Executioner 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.

Guards Executioner 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.

Skeletons The Log Guards Tesla Electro Wizard Wizard Executioner Mega Knight

Shortest cycle

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

10 Skeletons The Log Guards Tesla

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.

Skeletons
Tesla
Wizard
Mega Knight
Guards
The Log
Executioner
The Log Mega Knight
The Log
Guards Executioner Mega Knight
Electro Wizard
Mega Knight
Mega Knight
Wizard Executioner The Log Electro Wizard

Defense Synergies 2 19

Skeletons
Tesla Wizard Executioner The Log Electro Wizard
Tesla
Skeletons The Log Wizard Guards Electro Wizard
Wizard
Skeletons Tesla Guards The Log Electro Wizard Mega Knight
Guards
Tesla Wizard Executioner The Log Electro Wizard
Executioner
Skeletons Guards The Log Mega Knight
The Log
Tesla Skeletons Wizard Guards Executioner Electro Wizard Mega Knight
Electro Wizard
Skeletons Tesla Wizard Guards The Log Mega Knight
Mega Knight
Wizard Executioner 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.

Tesla Wizard Executioner The Log Electro Wizard
Skeletons Tesla Executioner The Log Electro Wizard Mega Knight
Tesla Mega Knight Skeletons Executioner Electro Wizard
Tesla Skeletons Guards Electro Wizard Mega Knight
The Log Mega Knight
The Log Skeletons Tesla Guards Executioner Electro Wizard Mega Knight
Tesla Electro Wizard Wizard Executioner
Tesla The Log Electro Wizard Mega Knight
Tesla Skeletons
Guards Skeletons Tesla Electro Wizard Mega Knight
Guards Executioner Electro Wizard Skeletons Tesla Wizard The Log Mega Knight
Tesla Executioner Wizard Electro Wizard
Tesla Mega Knight Skeletons Wizard Guards The Log Electro Wizard
Wizard Executioner Mega Knight Tesla Guards The Log Electro Wizard
Tesla Electro Wizard Mega Knight
Tesla The Log Electro Wizard Mega Knight
Tesla Wizard Mega Knight Skeletons Executioner Electro Wizard
Tesla Mega Knight Wizard Guards Executioner The Log Electro Wizard
Wizard Executioner The Log Tesla Guards Electro Wizard Mega Knight
Tesla Electro Wizard
Wizard Mega Knight Tesla Guards Executioner The Log Electro Wizard
Tesla

Counters to secondary win conditions

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

Guards Mega Knight Skeletons Tesla Electro Wizard
Electro Wizard Tesla Wizard Executioner The Log Mega Knight
Guards Mega Knight Skeletons The Log Electro Wizard
Guards Mega Knight Tesla The Log Electro Wizard
Skeletons Tesla Guards Executioner Mega Knight
Wizard Executioner Skeletons Tesla Electro Wizard
Guards Skeletons Tesla Electro Wizard
Mega Knight Tesla
Electro Wizard Mega Knight Skeletons The Log
Skeletons Tesla Guards
Mega Knight Tesla Guards
Mega Knight Guards The Log Electro Wizard
Mega Knight Skeletons Tesla Wizard Guards Executioner
Wizard Tesla Executioner Mega Knight
Tesla Guards Electro Wizard Skeletons Executioner The Log
Executioner Mega Knight Tesla Wizard The Log Electro Wizard
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.)

Guards The Log
Executioner The Log Electro Wizard
The Log
Guards The Log
Wizard Executioner The Log Mega Knight
Wizard Executioner
Wizard Executioner The Log
The Log Wizard Executioner
The Log Wizard
Guards Electro Wizard
Wizard The Log Electro Wizard
Wizard Executioner
Executioner The Log
The Log
Wizard Executioner The Log
Wizard Executioner The Log Mega Knight
Wizard Executioner The Log Electro Wizard Mega Knight
Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
The Log Wizard Executioner Mega Knight
The Log Wizard Executioner Electro Wizard
Wizard The Log Mega Knight
The Log
Wizard Executioner Electro Wizard
Electro Wizard Wizard Guards
Wizard The Log Mega Knight
Electro Wizard
Mega Knight
Wizard The Log
Electro Wizard Guards
Wizard Executioner Electro Wizard
The Log
Wizard Executioner Electro Wizard Mega Knight
The Log Wizard Executioner
Executioner Mega Knight
Guards The Log Electro Wizard
Executioner Electro Wizard
Executioner The Log Electro Wizard Mega Knight
Wizard Mega Knight

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