My Best Clash Royale Deck

Deck Check Rating

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

4 problems 1 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!
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-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!
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 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 Wizard

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.

Prince Electro Wizard Mega Knight Monk

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.

Prince 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.

Barbarians Prince 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 Monk

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
Prince
Giant Snowball
Barbarians
Zap
Prince
Barbarian Barrel
Barbarians Bomb Tower Electro Wizard
The Log
Barbarians Prince
Earthquake
Barbarians Bomb Tower
Arrows
Royal Delivery
Barbarians Prince Electro Wizard
Fireball
Barbarians Bomb Tower Electro Wizard
Poison
Barbarians Bomb Tower Electro Wizard
Lightning
Bomb Tower Prince Electro Wizard Monk
Rocket
Barbarians Bomb Tower Prince

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower 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.

Prince 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.

Barbarians 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.

Mirror The Log Bomb Tower Electro Wizard Barbarians Prince Monk Mega Knight

Shortest cycle

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

10 Mirror The Log Bomb Tower Electro Wizard

Attack Synergies 2 4

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.

Barbarians
Bomb Tower
Mirror
The Log
Prince
Mega Knight The Log Electro Wizard
The Log
Mirror Prince Mega Knight
Electro Wizard
Prince Mega Knight
Mega Knight
Prince The Log Electro Wizard
Monk

Defense Synergies 2 9

Barbarians
Bomb Tower
The Log Mirror Electro Wizard
Mirror
Bomb Tower The Log Electro Wizard Mega Knight
Prince
The Log Electro Wizard
The Log
Bomb Tower Prince Mirror Electro Wizard Mega Knight
Electro Wizard
Bomb Tower Mirror Prince The Log Mega Knight
Mega Knight
Mirror The Log Electro Wizard
Monk

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.

The Log Electro Wizard
Barbarians Bomb Tower Prince The Log Electro Wizard Mega Knight Monk
Barbarians Bomb Tower Prince Mega Knight Electro Wizard
Barbarians Bomb Tower Prince Electro Wizard Mega Knight Monk
Barbarians Bomb Tower Prince The Log Mega Knight Monk
The Log Bomb Tower Electro Wizard Mega Knight
Electro Wizard Bomb Tower
Barbarians Bomb Tower The Log Electro Wizard Mega Knight Monk
Barbarians Bomb Tower Prince
Barbarians Prince Electro Wizard Mega Knight
Barbarians Electro Wizard Bomb Tower The Log Mega Knight
Electro Wizard
Barbarians Bomb Tower Prince Mega Knight The Log Electro Wizard
Bomb Tower Mega Knight Barbarians Prince The Log Electro Wizard
Barbarians Bomb Tower Prince Electro Wizard Mega Knight
Barbarians Bomb Tower Monk Prince The Log Electro Wizard Mega Knight
Barbarians Bomb Tower Mega Knight Prince Electro Wizard
Bomb Tower Mega Knight Barbarians Prince The Log Electro Wizard
Bomb Tower The Log Barbarians Electro Wizard Mega Knight
Barbarians Bomb Tower Prince Electro Wizard
Mega Knight Barbarians Bomb Tower Prince The Log Electro Wizard

Counters to secondary win conditions

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

Barbarians Mega Knight Prince Electro Wizard
Electro Wizard Bomb Tower Prince The Log Mega Knight Monk
Barbarians Mega Knight Bomb Tower Prince The Log Electro Wizard
Prince Mega Knight Barbarians The Log Electro Wizard Monk
Barbarians Prince Mega Knight
Bomb Tower Electro Wizard Monk
Prince Barbarians Bomb Tower Electro Wizard
Mega Knight Barbarians Bomb Tower Prince
Electro Wizard Mega Knight Barbarians Bomb Tower Prince The Log Monk
Barbarians
Mega Knight Barbarians Bomb Tower Prince
Mega Knight Monk Barbarians Prince The Log Electro Wizard
Barbarians Prince Mega Knight Bomb Tower
Barbarians Bomb Tower Mega Knight
Barbarians Electro Wizard Bomb Tower Prince The Log Monk
Mega Knight Barbarians Bomb Tower The Log Electro Wizard
Bomb 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.)

The Log Monk
Monk The Log Electro Wizard
The Log
Barbarians Prince The Log
The Log Mega Knight
Monk
The Log
The Log
The Log Monk
Prince Electro Wizard
Monk Prince The Log Electro Wizard
Monk
The Log
Monk
Prince The Log
The Log
The Log Mega Knight
Monk
Prince The Log Electro Wizard Mega Knight Monk
The Log Mega Knight Monk
Prince The Log Mega Knight Monk
Prince The Log Monk
Barbarians The Log Monk
The Log Mega Knight
The Log Electro Wizard Monk
Prince The Log Mega Knight Monk
The Log
Electro Wizard
Electro Wizard
The Log Mega Knight
Electro Wizard Monk
Prince Mega Knight
The Log Monk
Electro Wizard Barbarians Prince
Electro Wizard Monk
The Log
Prince Electro Wizard Mega Knight
The Log
Monk
Prince Mega Knight
The Log Electro Wizard
Electro Wizard
Prince The Log Electro Wizard Mega Knight Monk
Prince
Mega Knight Monk

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