My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers Electro Dragon Ice Wizard 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.

Archers Knight Battle Ram Electro Dragon Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Rage The Log

Punishments

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

Battle Ram

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 Battle Ram

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 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 Battle Ram
Giant Snowball
Archers Battle Ram Electro Dragon
Zap
Archers Battle Ram
Barbarian Barrel
Archers Knight Battle Ram Ice Wizard Electro Wizard
The Log
Archers Battle Ram
Earthquake
Archers
Arrows
Archers
Royal Delivery
Archers Knight Battle Ram Electro Dragon Ice Wizard Electro Wizard
Fireball
Archers Battle Ram Electro Dragon Ice Wizard Electro Wizard
Poison
Archers Electro Dragon Ice Wizard Electro Wizard
Lightning
Knight Battle Ram Electro Dragon Ice Wizard Electro Wizard
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Dragon The Log Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Battle Ram Rage Ice Wizard

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.

Ice Wizard 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.

Rage The Log Archers Knight Ice Wizard Battle Ram Electro Wizard Electro Dragon

Shortest cycle

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

10 Rage The Log Archers Knight

Attack Synergies 3 10

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 Battle Ram Electro Dragon
Knight
Archers Battle Ram Electro Dragon The Log Ice Wizard Electro Wizard
Battle Ram
Knight The Log Archers Electro Wizard
Rage
Electro Dragon Electro Wizard
Electro Dragon
Archers Knight Rage Ice Wizard
The Log
Battle Ram Knight
Ice Wizard
Knight Electro Dragon
Electro Wizard
Knight Battle Ram Rage

Defense Synergies 4 9

Archers
Knight The Log Ice Wizard Electro Wizard
Knight
Archers Electro Dragon Ice Wizard Electro Wizard The Log
Battle Ram
Rage
Electro Dragon
Knight The Log Ice Wizard Electro Wizard
The Log
Archers Knight Electro Dragon Ice Wizard Electro Wizard
Ice Wizard
Knight Archers Electro Dragon The Log
Electro Wizard
Knight Archers Electro Dragon The Log

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 Electro Dragon The Log Electro Wizard
Knight Electro Dragon The Log Ice Wizard Electro Wizard
Archers Knight Electro Dragon Ice Wizard Electro Wizard
Knight Electro Dragon Ice Wizard Electro Wizard
The Log
The Log Archers Electro Dragon Ice Wizard Electro Wizard
Electro Wizard Archers Electro Dragon Ice Wizard
Electro Dragon The Log Electro Wizard
Ice Wizard
Knight Archers Ice Wizard Electro Wizard
Archers Ice Wizard Electro Wizard Knight Electro Dragon The Log
Archers Electro Dragon Ice Wizard Electro Wizard
Knight Electro Dragon The Log Ice Wizard Electro Wizard
Electro Dragon The Log Electro Wizard
Knight Electro Wizard
The Log Electro Wizard
Knight Electro Dragon Electro Wizard
Archers Knight Electro Dragon The Log Ice Wizard Electro Wizard
The Log Archers Knight Electro Dragon Ice Wizard Electro Wizard
Electro Wizard
Archers Knight Electro Dragon The Log Electro Wizard

Counters to secondary win conditions

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

Knight Archers Electro Wizard
Electro Wizard Archers Knight Electro Dragon The Log
Knight Electro Dragon The Log Electro Wizard
Knight The Log Electro Wizard
Knight
Archers Electro Dragon Ice Wizard Electro Wizard
Archers Knight Ice Wizard Electro Wizard
Knight
Electro Dragon Electro Wizard Knight The Log
Knight Electro Dragon
The Log Electro Wizard
Knight
Archers Electro Dragon
Electro Dragon Electro Wizard Archers Knight The Log
Archers Electro Dragon The Log Ice Wizard Electro Wizard
Ice 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 Electro Dragon The Log
Electro Dragon The Log Ice Wizard Electro Wizard
Electro Dragon The Log
Knight The Log
The Log
Electro Dragon Ice Wizard
Archers The Log
The Log Electro Dragon Ice Wizard
The Log Electro Dragon
Electro Dragon Electro Wizard
Knight Electro Dragon The Log Electro Wizard
Archers Electro Dragon
Knight The Log
Electro Dragon
The Log
Electro Dragon The Log
Electro Dragon The Log
Archers Electro Dragon The Log Electro Wizard
Electro Dragon The Log
The Log
The Log
Electro Dragon The Log
The Log Electro Dragon Ice Wizard
The Log Electro Dragon Ice Wizard Electro Wizard
Electro Dragon The Log
The Log
Archers Electro Dragon Ice Wizard Electro Wizard
Electro Dragon Electro Wizard
Electro Dragon The Log
Electro Dragon Electro Wizard
The Log
Electro Wizard Archers Electro Dragon
Archers Electro Dragon Ice Wizard Electro Wizard
The Log
Knight Electro Dragon Electro Wizard
The Log Electro Dragon
Electro Dragon
Electro Dragon The Log Electro Wizard
Electro Dragon Electro Wizard
Electro Dragon The Log Electro Wizard
Electro Dragon

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