My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Minions Wizard Electro Dragon Inferno Dragon

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 Electro Dragon Inferno Dragon Lava Hound

Offensive cards

Win conditions

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

Lava Hound

Damage spells

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

Arrows The Log

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.

Lava Hound

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

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
Minions Guards Inferno Dragon Lava Hound
Giant Snowball
Minions Guards Electro Dragon Inferno Dragon Lava Hound
Zap
Minions Guards Inferno Dragon Lava Hound
Barbarian Barrel
Wizard Guards
The Log
Guards
Earthquake
Guards
Arrows
Minions Guards Lava Hound
Royal Delivery
Minions Wizard Guards Electro Dragon Inferno Dragon Lava Hound
Fireball
Minions Wizard Electro Dragon Inferno Dragon Lava Hound
Poison
Minions Wizard Guards Electro Dragon Lava Hound
Lightning
Wizard Electro Dragon Inferno Dragon
Rocket
Wizard Electro Dragon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Electro Dragon 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.

Arrows Guards Inferno Dragon

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.

Minions Wizard Lava Hound

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 Minions Guards Inferno Dragon Wizard Electro Dragon Lava Hound

Shortest cycle

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

11 The Log Arrows Minions Guards

Attack Synergies 4 4

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
Lava Hound
Minions
Lava Hound Inferno Dragon
Wizard
Guards
The Log Lava Hound
Electro Dragon
Lava Hound Inferno Dragon
The Log
Guards
Inferno Dragon
Lava Hound Minions Electro Dragon
Lava Hound
Arrows Minions Electro Dragon Inferno Dragon Guards

Defense Synergies 0 8

Arrows
Minions
The Log
Wizard
Guards The Log
Guards
Wizard Electro Dragon The Log
Electro Dragon
Guards The Log Inferno Dragon
The Log
Minions Wizard Guards Electro Dragon Inferno Dragon
Inferno Dragon
Electro Dragon The Log
Lava Hound

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.

Minions Wizard Electro Dragon The Log
Inferno Dragon Minions Electro Dragon The Log
Minions Electro Dragon Inferno Dragon
Inferno Dragon Minions Guards Electro Dragon
Arrows The Log
Arrows The Log Minions Guards Electro Dragon
Minions Inferno Dragon Arrows Wizard Electro Dragon
Arrows Electro Dragon The Log
Inferno Dragon Minions
Guards
Minions Guards Arrows Wizard Electro Dragon The Log
Arrows Minions Inferno Dragon Wizard Electro Dragon
Minions Wizard Guards Electro Dragon The Log
Wizard Arrows Minions Guards Electro Dragon The Log
Inferno Dragon
The Log Inferno Dragon
Wizard Arrows Minions Electro Dragon
Arrows Minions Wizard Guards Electro Dragon The Log
Arrows Wizard The Log Minions Guards Electro Dragon Inferno Dragon
Inferno Dragon
Wizard Arrows Minions Guards Electro Dragon The Log

Counters to secondary win conditions

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

Guards
Arrows Wizard Electro Dragon The Log Inferno Dragon
Guards Minions Electro Dragon The Log
Guards The Log
Guards Inferno Dragon
Arrows Wizard Minions Electro Dragon
Guards Minions
Inferno Dragon
Electro Dragon Minions The Log Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Minions Guards Electro Dragon
Arrows Guards The Log
Wizard Guards
Wizard Electro Dragon
Guards Electro Dragon Minions The Log Inferno Dragon
Arrows Minions Wizard Electro Dragon The Log Inferno Dragon
Arrows

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 Guards Electro Dragon The Log
Arrows Electro Dragon The Log
Arrows Electro Dragon The Log
Arrows Guards The Log
Wizard Arrows The Log
Arrows Wizard Minions Electro Dragon
Arrows Wizard The Log
Arrows The Log Wizard Electro Dragon
Arrows The Log Wizard Electro Dragon
Minions Guards Electro Dragon
Arrows Wizard Electro Dragon The Log
Arrows Wizard Electro Dragon
The Log
Arrows Minions Electro Dragon
Arrows The Log
Arrows Wizard Electro Dragon The Log
Arrows Wizard Electro Dragon The Log
Arrows
Minions
Arrows Wizard Electro Dragon The Log
Arrows Wizard Electro Dragon The Log
Minions The Log
Arrows Wizard
The Log
Arrows Electro Dragon The Log
Arrows The Log Wizard Electro Dragon
Inferno Dragon
Arrows The Log Wizard Electro Dragon
Arrows Wizard Electro Dragon The Log
Arrows The Log
Arrows Wizard Electro Dragon
Electro Dragon Minions Wizard Guards
Arrows Wizard Electro Dragon The Log
Arrows Electro Dragon
Arrows Wizard The Log
Minions Guards Electro Dragon
Arrows Wizard Electro Dragon
Arrows The Log
Wizard Electro Dragon
Arrows The Log Wizard Electro Dragon
Arrows
Electro Dragon
Electro Dragon Minions Guards The Log
Electro Dragon
Electro Dragon The Log
Inferno Dragon
Wizard Electro Dragon

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