My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 warnings Why?

Missing cards in your collection

Goblin Curse Goblin Machine

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!
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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Electro Wizard Magic Archer

Defensive buildings

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

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 Electro Wizard Magic Archer

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.

Zap 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 Fire Spirit Knight Magic Archer

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 Electro Wizard Magic Archer

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
Giant Snowball
Fire Spirit
Zap
Fire Spirit
Barbarian Barrel
Electro Spirit Fire Spirit Knight Bomb Tower Electro Wizard Magic Archer
The Log
Electro Spirit Fire Spirit
Earthquake
Bomb Tower
Arrows
Electro Spirit Fire Spirit
Royal Delivery
Electro Spirit Fire Spirit Knight Electro Wizard Magic Archer
Fireball
Bomb Tower Electro Wizard Magic Archer
Poison
Bomb Tower Electro Wizard Magic Archer
Lightning
Knight Bomb Tower Electro Wizard Magic Archer
Rocket
Bomb Tower Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Zap Bomb Tower The Log Magic Archer

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Fire Spirit 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.

Fire Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Zap The Log Knight Bomb Tower Electro Wizard Magic Archer

Shortest cycle

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

6 Electro Spirit Fire Spirit Zap The Log

Attack Synergies 1 11

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
Zap
Fire Spirit
Zap Knight
Zap
Electro Wizard Electro Spirit Fire Spirit Knight The Log Magic Archer
Knight
Fire Spirit Zap The Log Electro Wizard Magic Archer
Bomb Tower
The Log
Zap Knight Magic Archer
Electro Wizard
Zap Knight Magic Archer
Magic Archer
Zap Knight The Log Electro Wizard

Defense Synergies 7 15

Electro Spirit
Zap The Log Electro Wizard
Fire Spirit
Knight Zap The Log Electro Wizard
Zap
Bomb Tower Electro Wizard Electro Spirit Fire Spirit Knight The Log Magic Archer
Knight
Fire Spirit Bomb Tower Electro Wizard Magic Archer Zap The Log
Bomb Tower
Zap Knight The Log Electro Wizard Magic Archer
The Log
Bomb Tower Electro Spirit Fire Spirit Zap Knight Electro Wizard Magic Archer
Electro Wizard
Zap Knight Electro Spirit Fire Spirit Bomb Tower The Log Magic Archer
Magic Archer
Knight Zap Bomb Tower 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.

Zap Knight The Log Electro Wizard Magic Archer
Bomb Tower Zap Knight The Log Electro Wizard
Bomb Tower Fire Spirit Knight Electro Wizard
Bomb Tower Knight Electro Wizard
Bomb Tower The Log
The Log Electro Spirit Fire Spirit Zap Bomb Tower Electro Wizard Magic Archer
Electro Wizard Electro Spirit Fire Spirit Zap Bomb Tower Magic Archer
Electro Spirit Zap Bomb Tower The Log Electro Wizard Magic Archer
Bomb Tower
Knight Fire Spirit Electro Wizard
Electro Wizard Electro Spirit Zap Knight Bomb Tower The Log Magic Archer
Zap Electro Wizard Magic Archer
Bomb Tower Fire Spirit Zap Knight The Log Electro Wizard
Fire Spirit Bomb Tower Electro Spirit Zap The Log Electro Wizard Magic Archer
Knight Bomb Tower Electro Wizard
Bomb Tower Zap The Log Electro Wizard
Bomb Tower Knight Electro Wizard
Fire Spirit Bomb Tower Electro Spirit Zap Knight The Log Electro Wizard Magic Archer
Zap Bomb Tower The Log Electro Spirit Fire Spirit Knight Electro Wizard Magic Archer
Bomb Tower Electro Wizard
Electro Spirit Fire Spirit Knight Bomb Tower The Log Electro Wizard

Counters to secondary win conditions

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

Knight Zap Electro Wizard
Electro Wizard Zap Knight Bomb Tower The Log Magic Archer
Zap Knight Bomb Tower The Log Electro Wizard
Zap Knight The Log Electro Wizard
Knight
Fire Spirit Electro Spirit Zap Bomb Tower Electro Wizard Magic Archer
Knight Bomb Tower Electro Wizard
Knight Bomb Tower
Zap Electro Wizard Electro Spirit Knight Bomb Tower The Log Magic Archer
Knight Bomb Tower
Zap The Log Electro Wizard
Knight Bomb Tower
Bomb Tower Magic Archer
Electro Wizard Electro Spirit Zap Knight Bomb Tower The Log Magic Archer
Electro Spirit Zap Bomb Tower The Log Electro Wizard Magic Archer

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.)

Magic Archer Knight The Log
Zap The Log Electro Wizard Magic Archer
The Log Magic Archer
Knight The Log
Fire Spirit Zap The Log Magic Archer
Electro Spirit Fire Spirit Zap Magic Archer
Fire Spirit The Log Magic Archer
The Log Fire Spirit Zap Magic Archer
The Log Zap
Fire Spirit Electro Wizard
Zap Knight The Log Electro Wizard Magic Archer
Fire Spirit Zap Magic Archer
Fire Spirit Knight The Log Magic Archer
Magic Archer
Zap The Log Magic Archer
Zap The Log Magic Archer
Magic Archer The Log
Fire Spirit Zap The Log Electro Wizard Magic Archer
Fire Spirit Zap The Log Magic Archer
The Log Magic Archer
The Log
Zap The Log
Zap The Log Electro Spirit Fire Spirit Magic Archer
The Log Zap Electro Wizard Magic Archer
Zap The Log Magic Archer
Zap The Log Magic Archer
Fire Spirit Zap Electro Wizard Magic Archer
Zap Electro Wizard Electro Spirit
Zap The Log Magic Archer
Zap Electro Spirit Electro Wizard Magic Archer
The Log Magic Archer
Zap Electro Wizard Electro Spirit Fire Spirit Magic Archer
Fire Spirit Zap Electro Wizard Magic Archer
The Log
Knight Electro Wizard Magic Archer
The Log Zap Magic Archer
Zap
Zap Electro Spirit The Log Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap The Log Electro Wizard Magic Archer

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