My Best Clash Royale Deck

Deck Check Rating

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

4 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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 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.

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.

Knight Bandit Electro Wizard Mega Knight Goblinstein

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.

Arrows The Log

Punishments

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

Bandit 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.

Knight Bandit 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.

Bandit 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
Skeleton Army Bandit
Giant Snowball
Skeleton Army
Zap
Skeleton Army Bandit
Barbarian Barrel
Knight Skeleton Army Bandit Electro Wizard
The Log
Skeleton Army Bandit
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Knight Skeleton Army Bandit Electro Wizard
Fireball
Skeleton Army Bandit Electro Wizard
Poison
Skeleton Army Electro Wizard
Lightning
Knight Bandit Electro Wizard Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Mega Knight

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.

Arrows Knight Skeleton Army Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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 Arrows Knight Skeleton Army Bandit Electro Wizard Goblinstein Mega Knight

Shortest cycle

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

11 The Log Arrows Knight Skeleton Army

Attack Synergies 0 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.

Arrows
Knight Bandit Mega Knight
Knight
Arrows The Log Electro Wizard
Skeleton Army
The Log
Knight Bandit Mega Knight
Bandit
Arrows The Log Electro Wizard Mega Knight
Electro Wizard
Knight Bandit Mega Knight
Mega Knight
Arrows The Log Bandit Electro Wizard
Goblinstein

Defense Synergies 2 13

Arrows
Mega Knight Knight Bandit
Knight
Electro Wizard Arrows Skeleton Army The Log
Skeleton Army
Knight The Log Bandit Electro Wizard
The Log
Knight Skeleton Army Bandit Electro Wizard Mega Knight
Bandit
Arrows Skeleton Army The Log Electro Wizard Mega Knight
Electro Wizard
Knight Skeleton Army The Log Bandit Mega Knight
Mega Knight
Arrows The Log Bandit Electro Wizard
Goblinstein

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 The Log Electro Wizard
Skeleton Army Knight The Log Bandit Electro Wizard Mega Knight
Skeleton Army Mega Knight Knight Bandit Electro Wizard
Skeleton Army Knight Bandit Electro Wizard Mega Knight
Arrows Skeleton Army The Log Mega Knight
Arrows Skeleton Army The Log Bandit Electro Wizard Mega Knight
Electro Wizard Arrows
Arrows The Log Bandit Electro Wizard Mega Knight
Skeleton Army
Knight Skeleton Army Bandit Electro Wizard Mega Knight
Skeleton Army Electro Wizard Arrows Knight The Log Bandit Mega Knight
Arrows Electro Wizard
Skeleton Army Mega Knight Knight The Log Bandit Electro Wizard
Skeleton Army Mega Knight Arrows The Log Electro Wizard
Skeleton Army Knight Bandit Electro Wizard Mega Knight
Skeleton Army The Log Bandit Electro Wizard Mega Knight
Mega Knight Arrows Knight Skeleton Army Electro Wizard
Arrows Mega Knight Knight Skeleton Army The Log Bandit Electro Wizard
Arrows The Log Knight Bandit Electro Wizard Mega Knight
Electro Wizard
Skeleton Army Mega Knight Arrows Knight The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Mega Knight Bandit Electro Wizard
Bandit Electro Wizard Arrows Knight The Log Mega Knight
Skeleton Army Bandit Mega Knight Knight The Log Electro Wizard
Skeleton Army Mega Knight Knight The Log Bandit Electro Wizard
Knight Skeleton Army Bandit Mega Knight
Arrows Electro Wizard
Skeleton Army Knight Bandit Electro Wizard
Mega Knight Knight Skeleton Army
Electro Wizard Mega Knight Knight Skeleton Army The Log Bandit
Skeleton Army
Mega Knight Knight
Skeleton Army Mega Knight Arrows The Log Electro Wizard
Skeleton Army Mega Knight Knight Bandit
Skeleton Army Mega Knight
Skeleton Army Electro Wizard Knight The Log
Arrows Mega Knight The Log Electro Wizard
Arrows 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.)

Arrows Knight The Log Bandit
Arrows The Log Bandit Electro Wizard
Arrows The Log Bandit
Arrows Knight The Log
Arrows The Log Mega Knight
Arrows
Arrows The Log
Arrows The Log
Arrows The Log Bandit
Electro Wizard
Arrows Knight The Log Bandit Electro Wizard
Arrows
Knight The Log Bandit
Arrows Bandit
Arrows The Log
Arrows The Log Bandit
Arrows The Log Bandit Mega Knight
Arrows
Arrows The Log Bandit Electro Wizard Mega Knight
Arrows The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows The Log
Arrows The Log Mega Knight
Arrows The Log Bandit Electro Wizard
Arrows The Log Bandit Mega Knight
Arrows The Log Bandit
Arrows Electro Wizard
Electro Wizard
Arrows The Log Bandit Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows The Log
Electro Wizard Skeleton Army Bandit
Arrows Electro Wizard
Arrows The Log
Knight Electro Wizard Mega Knight
Arrows The Log
Arrows
Mega Knight
The Log Electro Wizard
Electro Wizard
The Log Bandit Electro Wizard Mega Knight
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: