My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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.

Wizard Electro Wizard 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 Wizard Inferno Dragon Mega Knight Golden 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.

Rage The Log

Punishments

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

Mega Knight Golden 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.

Barbarians 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 Golden Knight

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
Inferno Dragon
Giant Snowball
Barbarians Inferno Dragon
Zap
Inferno Dragon
Barbarian Barrel
Barbarians Wizard Electro Wizard
The Log
Barbarians
Earthquake
Barbarians
Arrows
Royal Delivery
Barbarians Wizard Electro Wizard Inferno Dragon
Fireball
Barbarians Wizard Electro Wizard Inferno Dragon
Poison
Barbarians Wizard Electro Wizard
Lightning
Wizard Electro Wizard Inferno Dragon
Rocket
Barbarians Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Rage Inferno Dragon 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.

Barbarians 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 Electro Wizard Inferno Dragon Golden Knight Barbarians Wizard Mega Knight

Shortest cycle

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

12 Rage The Log Electro Wizard Inferno Dragon

Attack Synergies 1 6

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.

Barbarians
Wizard
Rage Mega Knight
Rage
Wizard Electro Wizard Golden Knight
The Log
Mega Knight
Electro Wizard
Rage Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Wizard The Log Electro Wizard
Golden Knight
Rage

Defense Synergies 0 11

Barbarians
Wizard
The Log Electro Wizard Mega Knight Golden Knight
Rage
The Log
Wizard Electro Wizard Inferno Dragon Mega Knight Golden Knight
Electro Wizard
Wizard The Log Inferno Dragon Mega Knight
Inferno Dragon
The Log Electro Wizard Mega Knight
Mega Knight
Wizard The Log Electro Wizard Inferno Dragon
Golden Knight
Wizard 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.

Wizard The Log Electro Wizard Golden Knight
Barbarians Inferno Dragon The Log Electro Wizard Mega Knight
Barbarians Mega Knight Electro Wizard Inferno Dragon
Barbarians Inferno Dragon Electro Wizard Mega Knight
Barbarians The Log Mega Knight
The Log Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Wizard
Barbarians The Log Electro Wizard Mega Knight Golden Knight
Barbarians Inferno Dragon
Barbarians Electro Wizard Mega Knight
Barbarians Electro Wizard Wizard The Log Mega Knight
Inferno Dragon Wizard Electro Wizard
Barbarians Mega Knight Wizard The Log Electro Wizard
Wizard Mega Knight Barbarians The Log Electro Wizard Golden Knight
Barbarians Inferno Dragon Electro Wizard Mega Knight
Barbarians The Log Electro Wizard Inferno Dragon Mega Knight
Barbarians Wizard Mega Knight Electro Wizard
Mega Knight Barbarians Wizard The Log Electro Wizard Golden Knight
Wizard The Log Barbarians Electro Wizard Inferno Dragon Mega Knight
Barbarians Electro Wizard Inferno Dragon
Wizard Mega Knight Barbarians The Log Electro Wizard

Counters to secondary win conditions

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

Barbarians Mega Knight Electro Wizard
Electro Wizard Wizard The Log Inferno Dragon Mega Knight
Barbarians Mega Knight The Log Electro Wizard Golden Knight
Mega Knight Barbarians The Log Electro Wizard
Barbarians Inferno Dragon Mega Knight
Wizard Electro Wizard
Barbarians Electro Wizard
Mega Knight Barbarians Inferno Dragon
Electro Wizard Mega Knight Barbarians The Log Inferno Dragon
Barbarians Inferno Dragon
Inferno Dragon Mega Knight Barbarians Golden Knight
Mega Knight Barbarians The Log Electro Wizard
Barbarians Mega Knight Wizard Golden Knight
Wizard Barbarians Mega Knight
Barbarians Electro Wizard The Log Inferno Dragon Golden Knight
Mega Knight Barbarians Wizard The Log Electro Wizard Inferno Dragon Golden Knight
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.)

The Log Golden Knight
The Log Electro Wizard Golden Knight
The Log
Barbarians The Log
Wizard The Log Mega Knight
Wizard
Wizard The Log
The Log Wizard
The Log Wizard Golden Knight
Electro Wizard
Wizard The Log Electro Wizard Golden Knight
Wizard
The Log Golden Knight
The Log
Wizard The Log Golden Knight
Wizard The Log Mega Knight
Wizard The Log Electro Wizard Mega Knight
Wizard The Log Mega Knight Golden Knight
The Log Mega Knight
Wizard
The Log
Barbarians The Log
The Log Wizard Mega Knight
Inferno Dragon
The Log Wizard Electro Wizard Golden Knight
Wizard The Log Mega Knight Golden Knight
The Log Golden Knight
Wizard Electro Wizard
Electro Wizard Wizard
Wizard The Log Mega Knight
Electro Wizard
Mega Knight
Wizard The Log
Electro Wizard Barbarians
Wizard Electro Wizard
The Log
Wizard Electro Wizard Mega Knight
The Log Wizard
Mega Knight
The Log Electro Wizard Golden Knight
Electro Wizard
The Log Electro Wizard Mega Knight Golden Knight
Inferno Dragon
Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: