My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Great!
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.

Wizard Witch Electro Wizard

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.

Wizard Witch Fisherman 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
Guards Fisherman
Giant Snowball
Guards Witch Fisherman
Zap
Guards Witch Fisherman
Barbarian Barrel
Wizard Guards Witch Electro Wizard
The Log
Guards Witch Fisherman
Earthquake
Guards Witch
Arrows
Guards Witch
Royal Delivery
Wizard Guards Witch Fisherman Electro Wizard
Fireball
Wizard Witch Fisherman Electro Wizard
Poison
Wizard Guards Witch Fisherman Electro Wizard
Lightning
Wizard Witch Fisherman Electro Wizard
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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 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 Witch 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 Guards Fisherman Electro Wizard Wizard Witch Mega Knight

Shortest cycle

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

8 Mirror The Log Guards Fisherman

Attack Synergies 1 7

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.

Wizard
Mega Knight
Mirror
The Log
Guards
The Log
Witch
Mega Knight
The Log
Mirror Guards Fisherman Mega Knight
Fisherman
The Log Mega Knight
Electro Wizard
Mega Knight
Mega Knight
Wizard Witch The Log Fisherman Electro Wizard

Defense Synergies 1 19

Wizard
Guards The Log Electro Wizard Mega Knight
Mirror
The Log Electro Wizard Mega Knight
Guards
Fisherman Wizard Witch The Log Electro Wizard
Witch
Guards The Log Fisherman Electro Wizard Mega Knight
The Log
Wizard Mirror Guards Witch Fisherman Electro Wizard Mega Knight
Fisherman
Guards Witch The Log Mega Knight
Electro Wizard
Wizard Mirror Guards Witch The Log Mega Knight
Mega Knight
Wizard Mirror Witch The Log Fisherman 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.

Wizard The Log Electro Wizard
Witch The Log Fisherman Electro Wizard Mega Knight
Witch Fisherman Mega Knight Electro Wizard
Witch Guards Fisherman Electro Wizard Mega Knight
The Log Mega Knight
The Log Guards Electro Wizard Mega Knight
Electro Wizard Wizard Witch
The Log Electro Wizard Mega Knight
Witch Fisherman
Guards Fisherman Electro Wizard Mega Knight
Guards Witch Electro Wizard Wizard The Log Fisherman Mega Knight
Wizard Witch Electro Wizard
Mega Knight Wizard Guards Witch The Log Electro Wizard
Wizard Mega Knight Guards Witch The Log Electro Wizard
Electro Wizard Mega Knight
The Log Fisherman Electro Wizard Mega Knight
Wizard Mega Knight Witch Fisherman Electro Wizard
Mega Knight Wizard Guards Witch The Log Fisherman Electro Wizard
Wizard Witch The Log Guards Fisherman Electro Wizard Mega Knight
Fisherman Electro Wizard
Wizard Mega Knight Guards Witch The Log Fisherman Electro Wizard
Guards Fisherman

Counters to secondary win conditions

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

Guards Mega Knight Witch Fisherman Electro Wizard
Electro Wizard Wizard The Log Fisherman Mega Knight
Guards Mega Knight Witch The Log Fisherman Electro Wizard
Guards Mega Knight The Log Fisherman Electro Wizard
Guards Witch Fisherman Mega Knight
Wizard Witch Electro Wizard
Guards Witch Electro Wizard
Mega Knight Fisherman
Electro Wizard Mega Knight Witch The Log
Witch Guards
Mega Knight Guards Witch
Mega Knight Guards The Log Electro Wizard
Mega Knight Wizard Guards Witch
Wizard Witch Mega Knight
Guards Witch Electro Wizard The Log Fisherman
Mega Knight Wizard Witch 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
The Log Fisherman Electro Wizard
The Log
Guards The Log
Wizard The Log Mega Knight
Wizard Witch
Wizard Witch The Log
The Log Wizard
The Log Wizard Fisherman
Guards Fisherman Electro Wizard
Wizard The Log Fisherman Electro Wizard
Wizard
The Log Fisherman
Fisherman
The Log Fisherman
Wizard Witch The Log
Wizard The Log Mega Knight
Fisherman
Wizard The Log Fisherman Electro Wizard Mega Knight
Wizard Witch The Log Mega Knight
The Log Mega Knight
Wizard
The Log Fisherman
The Log
The Log Wizard Witch Mega Knight
Witch Fisherman
The Log Wizard Witch Fisherman Electro Wizard
Wizard Witch The Log Fisherman Mega Knight
The Log Fisherman
Wizard Witch Electro Wizard
Electro Wizard Wizard Guards Witch
Wizard The Log Mega Knight
Electro Wizard
Mega Knight
Wizard The Log
Electro Wizard Guards Witch
Wizard Witch Electro Wizard
The Log
Wizard Electro Wizard Mega Knight
The Log Wizard
Mega Knight
Guards Witch The Log Electro Wizard
Witch Electro Wizard
Witch The Log Electro Wizard Mega Knight
Wizard Mega Knight
Fisherman

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: