My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Good
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.

Archers Electro Wizard Mother Witch

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.

Archers Electro Wizard Mother Witch 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.

Freeze 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
Archers Guards
Giant Snowball
Archers Guards
Zap
Archers Guards
Barbarian Barrel
Archers Bomb Tower Guards Electro Wizard
The Log
Archers Guards
Earthquake
Archers Bomb Tower Guards
Arrows
Archers Guards
Royal Delivery
Archers Guards Electro Wizard Mother Witch
Fireball
Archers Bomb Tower Electro Wizard Mother Witch
Poison
Archers Bomb Tower Guards Electro Wizard Mother Witch
Lightning
Bomb Tower Electro Wizard Mother Witch
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Freeze 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 Freeze Mother Witch 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.

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.

The Log Archers Guards Bomb Tower Freeze Electro Wizard Mother Witch Mega Knight

Shortest cycle

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

12 The Log Archers Guards Bomb Tower

Attack Synergies 0 5

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.

Archers
Mega Knight
Bomb Tower
Guards
The Log
Freeze
The Log
Guards Mega Knight
Electro Wizard
Mega Knight
Mother Witch
Mega Knight
Mega Knight
Archers The Log Electro Wizard Mother Witch

Defense Synergies 1 16

Archers
Bomb Tower Guards The Log Electro Wizard Mega Knight
Bomb Tower
The Log Archers Electro Wizard
Guards
Archers The Log Electro Wizard Mother Witch
Freeze
Electro Wizard Mega Knight
The Log
Bomb Tower Archers Guards Electro Wizard Mother Witch Mega Knight
Electro Wizard
Archers Bomb Tower Guards Freeze The Log Mega Knight
Mother Witch
Guards The Log Mega Knight
Mega Knight
Archers Freeze The Log Electro Wizard Mother Witch

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
Bomb Tower The Log Electro Wizard Mega Knight
Bomb Tower Mega Knight Archers Freeze Electro Wizard
Bomb Tower Guards Electro Wizard Mega Knight
Bomb Tower The Log Mega Knight
Freeze The Log Archers Bomb Tower Guards Electro Wizard Mother Witch Mega Knight
Electro Wizard Archers Bomb Tower Freeze
Bomb Tower The Log Electro Wizard Mega Knight
Bomb Tower
Guards Archers Electro Wizard Mega Knight
Archers Guards Electro Wizard Mother Witch Bomb Tower Freeze The Log Mega Knight
Archers Electro Wizard
Bomb Tower Mega Knight Guards Freeze The Log Electro Wizard
Bomb Tower Mega Knight Guards Freeze The Log Electro Wizard
Bomb Tower Electro Wizard Mega Knight
Bomb Tower Freeze The Log Electro Wizard Mega Knight
Bomb Tower Mega Knight Electro Wizard
Bomb Tower Mega Knight Archers Guards The Log Electro Wizard
Bomb Tower Freeze The Log Archers Guards Electro Wizard Mother Witch Mega Knight
Bomb Tower Electro Wizard
Mega Knight Archers Bomb Tower Guards The Log Electro Wizard Mother Witch
Bomb Tower Guards

Counters to secondary win conditions

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

Guards Mega Knight Archers Electro Wizard
Electro Wizard Archers Bomb Tower The Log Mega Knight
Guards Mega Knight Bomb Tower The Log Electro Wizard
Guards Mega Knight The Log Electro Wizard
Guards Mega Knight
Mother Witch Archers Bomb Tower Freeze Electro Wizard
Guards Archers Bomb Tower Electro Wizard
Mega Knight Bomb Tower
Freeze Electro Wizard Mega Knight Bomb Tower The Log
Guards
Mega Knight Bomb Tower Guards
Mega Knight Guards The Log Electro Wizard
Mega Knight Bomb Tower Guards
Archers Bomb Tower Mega Knight
Guards Electro Wizard Archers Bomb Tower Freeze The Log
Mega Knight Archers Bomb Tower Freeze The Log Electro Wizard Mother Witch
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.)

Guards Freeze The Log
The Log Electro Wizard
The Log
Guards Freeze The Log
The Log Mega Knight
Mother Witch Freeze
Archers The Log
The Log Freeze
The Log
Guards Electro Wizard
The Log Electro Wizard
Archers
The Log
Freeze
The Log
The Log
The Log Mega Knight
Freeze
Archers The Log Electro Wizard Mega Knight
The Log Mother Witch Mega Knight
The Log Mega Knight
The Log
The Log
Freeze The Log Mother Witch Mega Knight
The Log Electro Wizard
The Log Mega Knight
The Log
Archers Electro Wizard Mother Witch
Electro Wizard Guards Freeze
The Log Mega Knight
Freeze Electro Wizard
Mega Knight
The Log
Electro Wizard Archers Guards Freeze
Archers Electro Wizard
Freeze
The Log
Electro Wizard Mega Knight
The Log
Mega Knight
Guards Freeze The Log Electro Wizard
Electro Wizard
Freeze The Log Electro Wizard Mega Knight
Mega Knight

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