My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Goblin Gang Tesla Electro Wizard Ram Rider

Defensive buildings

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

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Knight Tesla Prince Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Ram Rider

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.

Goblin Gang Prince Ram Rider

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 Goblin Gang Prince Ram Rider

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 Ram Rider

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 Goblin Gang Prince Ram Rider
Giant Snowball
Archers Goblin Gang Ram Rider
Zap
Archers Goblin Gang Prince Ram Rider
Barbarian Barrel
Archers Knight Goblin Gang Tesla Electro Wizard
The Log
Archers Goblin Gang Prince Ram Rider
Earthquake
Archers Goblin Gang Tesla
Arrows
Archers Goblin Gang
Royal Delivery
Archers Knight Goblin Gang Prince Electro Wizard Ram Rider
Fireball
Archers Goblin Gang Tesla Electro Wizard Ram Rider
Poison
Archers Goblin Gang Electro Wizard
Lightning
Knight Tesla Prince Electro Wizard Ram Rider
Rocket
Prince Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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 Prince

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.

Goblin Gang 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.

The Log Archers Knight Goblin Gang Tesla Electro Wizard Prince Ram Rider

Shortest cycle

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

11 The Log Archers Knight Goblin Gang

Attack Synergies 2 12

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
Knight Prince Ram Rider
Knight
Archers Goblin Gang Prince The Log Electro Wizard Ram Rider
Goblin Gang
Knight Prince
Tesla
Prince
Archers Knight Goblin Gang The Log Electro Wizard Ram Rider
The Log
Knight Prince Ram Rider
Electro Wizard
Knight Prince Ram Rider
Ram Rider
Archers Knight Prince The Log Electro Wizard

Defense Synergies 7 14

Archers
Knight Goblin Gang Tesla The Log Electro Wizard
Knight
Archers Goblin Gang Tesla Electro Wizard The Log
Goblin Gang
Knight Tesla Archers Prince The Log Electro Wizard
Tesla
Knight Goblin Gang The Log Archers Prince Electro Wizard
Prince
The Log Goblin Gang Tesla Electro Wizard
The Log
Tesla Prince Archers Knight Goblin Gang Electro Wizard Ram Rider
Electro Wizard
Knight Archers Goblin Gang Tesla Prince The Log Ram Rider
Ram Rider
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.

Knight Tesla The Log Electro Wizard Ram Rider
Knight Goblin Gang Tesla Prince The Log Electro Wizard Ram Rider
Goblin Gang Tesla Prince Ram Rider Archers Knight Electro Wizard
Tesla Prince Knight Goblin Gang Electro Wizard Ram Rider
Prince The Log
Goblin Gang The Log Archers Tesla Electro Wizard
Tesla Electro Wizard Ram Rider Archers Goblin Gang
Tesla The Log Electro Wizard Ram Rider
Tesla Goblin Gang Prince
Knight Goblin Gang Archers Tesla Prince Electro Wizard
Archers Goblin Gang Electro Wizard Knight Tesla The Log Ram Rider
Tesla Archers Goblin Gang Electro Wizard Ram Rider
Tesla Prince Knight Goblin Gang The Log Electro Wizard Ram Rider
Goblin Gang Tesla Prince The Log Electro Wizard
Knight Goblin Gang Tesla Prince Electro Wizard Ram Rider
Goblin Gang Tesla Prince The Log Electro Wizard Ram Rider
Tesla Knight Goblin Gang Prince Electro Wizard
Tesla Archers Knight Goblin Gang Prince The Log Electro Wizard Ram Rider
The Log Archers Knight Tesla Electro Wizard Ram Rider
Tesla Prince Electro Wizard Ram Rider
Goblin Gang Archers Knight Tesla Prince The Log Electro Wizard
Tesla

Counters to secondary win conditions

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

Knight Goblin Gang Archers Tesla Prince Electro Wizard
Electro Wizard Archers Knight Goblin Gang Tesla Prince The Log
Goblin Gang Knight Prince The Log Electro Wizard Ram Rider
Goblin Gang Prince Knight Tesla The Log Electro Wizard Ram Rider
Knight Goblin Gang Tesla Prince Ram Rider
Archers Goblin Gang Tesla Electro Wizard Ram Rider
Goblin Gang Prince Archers Knight Tesla Electro Wizard Ram Rider
Knight Tesla Prince
Electro Wizard Knight Prince The Log
Goblin Gang Tesla
Knight Tesla Prince
Prince The Log Electro Wizard
Prince Knight Goblin Gang Tesla Ram Rider
Archers Tesla
Goblin Gang Tesla Electro Wizard Archers Knight Prince The Log
Archers Tesla 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.)

Knight The Log
The Log Electro Wizard Ram Rider
The Log
Knight Prince The Log
The Log
Ram Rider
Archers The Log
The Log Ram Rider
The Log Ram Rider
Goblin Gang Prince Electro Wizard
Knight Prince The Log Electro Wizard Ram Rider
Archers
Knight The Log
Prince The Log
The Log
The Log
Archers Prince The Log Electro Wizard
The Log
Prince The Log
Prince The Log
The Log
The Log
The Log Electro Wizard Ram Rider
Prince The Log Ram Rider
The Log
Archers Electro Wizard
Electro Wizard
The Log
Electro Wizard
Prince
The Log
Electro Wizard Archers Goblin Gang Prince
Archers Electro Wizard Ram Rider
The Log
Knight Goblin Gang Prince Electro Wizard
The Log
Prince
Goblin Gang The Log Electro Wizard
Electro Wizard
Prince The Log Electro Wizard
Prince

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