My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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 Dragon

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 Electro Dragon Cannon Cart Golem

Offensive cards

Win conditions

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

Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Tornado The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Cannon Cart

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 Cannon Cart Golem

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 Dragon Golem

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
Guards Cannon Cart
Giant Snowball
Guards Electro Dragon
Zap
Guards Cannon Cart
Barbarian Barrel
Knight Guards Cannon Cart
The Log
Guards Cannon Cart
Earthquake
Guards
Arrows
Guards
Royal Delivery
Knight Guards Electro Dragon Cannon Cart
Fireball
Electro Dragon Cannon Cart
Poison
Guards Electro Dragon
Lightning
Knight Electro Dragon Cannon Cart
Rocket
Electro Dragon Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Electro Dragon The Log

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 Guards Tornado Golem

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.

Zap The Log Knight Guards Tornado Electro Dragon Cannon Cart Golem

Shortest cycle

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

10 Zap The Log Knight Guards

Attack Synergies 5 15

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.

Zap
Tornado Cannon Cart Knight Guards Electro Dragon Golem The Log
Knight
Zap Electro Dragon Cannon Cart The Log
Guards
Zap The Log
Tornado
Zap Electro Dragon Cannon Cart Golem The Log
Electro Dragon
Golem Zap Knight Tornado Cannon Cart
Cannon Cart
Zap Golem The Log Knight Tornado Electro Dragon
Golem
Electro Dragon Cannon Cart Zap Tornado The Log
The Log
Cannon Cart Zap Knight Guards Tornado Golem

Defense Synergies 1 17

Zap
Knight Guards Tornado Electro Dragon Cannon Cart The Log
Knight
Electro Dragon Zap Tornado Cannon Cart The Log
Guards
Zap Electro Dragon Cannon Cart The Log
Tornado
Zap Knight Electro Dragon Cannon Cart The Log
Electro Dragon
Knight Zap Guards Tornado Cannon Cart The Log
Cannon Cart
Zap Knight Guards Tornado Electro Dragon
Golem
The Log
Zap Knight Guards Tornado Electro Dragon

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.

Cannon Cart Zap Knight Electro Dragon The Log
Zap Knight Electro Dragon Cannon Cart The Log
Tornado Knight Electro Dragon Cannon Cart
Knight Guards Electro Dragon Cannon Cart
Tornado The Log
Tornado The Log Zap Guards Electro Dragon Cannon Cart
Tornado Zap Electro Dragon
Zap Electro Dragon Cannon Cart The Log
Tornado
Knight Guards Tornado Cannon Cart
Guards Zap Knight Tornado Electro Dragon Cannon Cart The Log
Zap Tornado Electro Dragon
Zap Knight Guards Electro Dragon Cannon Cart The Log
Zap Guards Tornado Electro Dragon Cannon Cart The Log
Knight Cannon Cart
Tornado Zap The Log
Knight Tornado Electro Dragon Cannon Cart
Zap Knight Guards Tornado Electro Dragon Cannon Cart The Log
Zap Tornado The Log Knight Guards Electro Dragon Cannon Cart
Tornado Cannon Cart
Knight Guards Electro Dragon Cannon Cart The Log
Guards

Counters to secondary win conditions

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

Knight Guards Zap Cannon Cart
Zap Knight Electro Dragon Cannon Cart The Log
Guards Zap Knight Electro Dragon Cannon Cart The Log
Guards Zap Knight Tornado Cannon Cart The Log
Knight Guards Cannon Cart
Zap Tornado Electro Dragon
Guards Knight Cannon Cart
Knight Cannon Cart
Zap Electro Dragon Knight Tornado Cannon Cart The Log
Guards
Knight Guards Electro Dragon Cannon Cart
Zap Guards Tornado The Log
Cannon Cart Knight Guards
Electro Dragon Cannon Cart
Guards Electro Dragon Zap Knight Tornado Cannon Cart The Log
Zap Electro Dragon Cannon Cart The Log
Zap

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 Guards Electro Dragon The Log
Zap Tornado Electro Dragon The Log
Electro Dragon Cannon Cart The Log
Cannon Cart Knight Guards The Log
Zap The Log
Zap Tornado Electro Dragon
Tornado The Log
The Log Zap Tornado Electro Dragon
The Log Zap Tornado Electro Dragon
Guards Tornado Electro Dragon
Zap Knight Tornado Electro Dragon Cannon Cart The Log
Zap Tornado Electro Dragon
Knight Cannon Cart The Log
Electro Dragon Cannon Cart
Zap Cannon Cart The Log
Zap Electro Dragon Cannon Cart The Log
Electro Dragon Cannon Cart The Log
Tornado
Zap Electro Dragon The Log
Zap Tornado Electro Dragon The Log
The Log
Tornado
Tornado The Log
Zap Electro Dragon Cannon Cart The Log
Zap Tornado The Log Electro Dragon
The Log Zap Tornado Electro Dragon
Zap Tornado Electro Dragon The Log
Zap Tornado The Log
Zap Tornado Electro Dragon
Zap Electro Dragon Guards
Zap Electro Dragon The Log
Zap Electro Dragon
The Log
Zap Guards Electro Dragon Cannon Cart
Zap Tornado Electro Dragon
The Log
Knight Electro Dragon Cannon Cart
The Log Zap Electro Dragon
Zap Tornado
Electro Dragon Cannon Cart
Zap Electro Dragon Guards Tornado The Log
Zap Tornado Electro Dragon
Electro Dragon Zap Tornado Cannon Cart The Log
Cannon Cart
Electro Dragon

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