My Best Clash Royale Deck

Deck Check Rating

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

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.

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.

Bomber Knight Wizard Golem Electro Wizard

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap 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.

Knight Golem

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Wizard The Log

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 Skeleton Army Golem

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bomber Zap The Log Knight Skeleton Army Electro Wizard Wizard Golem

Shortest cycle

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

9 Bomber Zap The Log Knight

Attack Synergies 2 11

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.

Bomber
Golem Zap Knight
Zap
Electro Wizard Bomber Knight Golem The Log
Knight
Bomber Zap Wizard The Log Electro Wizard
Wizard
Knight Golem
Skeleton Army
Golem
Bomber Zap Wizard The Log Electro Wizard
The Log
Zap Knight Golem
Electro Wizard
Zap Knight Golem

Defense Synergies 3 15

Bomber
Knight Zap The Log Electro Wizard
Zap
Electro Wizard Bomber Knight Skeleton Army The Log
Knight
Bomber Electro Wizard Zap Wizard Skeleton Army The Log
Wizard
Knight Skeleton Army The Log Electro Wizard
Skeleton Army
Zap Knight Wizard The Log Electro Wizard
Golem
The Log
Bomber Zap Knight Wizard Skeleton Army Electro Wizard
Electro Wizard
Zap Knight Bomber Wizard Skeleton Army 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.

Bomber Zap Knight Wizard The Log Electro Wizard
Skeleton Army Zap Knight The Log Electro Wizard
Skeleton Army Bomber Knight Electro Wizard
Skeleton Army Knight Electro Wizard
Bomber Skeleton Army The Log
Skeleton Army The Log Bomber Zap Electro Wizard
Electro Wizard Zap Wizard
Zap The Log Electro Wizard
Skeleton Army
Knight Skeleton Army Bomber Electro Wizard
Skeleton Army Electro Wizard Bomber Zap Knight Wizard The Log
Zap Wizard Electro Wizard
Skeleton Army Bomber Zap Knight Wizard The Log Electro Wizard
Bomber Wizard Skeleton Army Zap The Log Electro Wizard
Skeleton Army Knight Electro Wizard
Skeleton Army Zap The Log Electro Wizard
Wizard Bomber Knight Skeleton Army Electro Wizard
Bomber Zap Knight Wizard Skeleton Army The Log Electro Wizard
Zap Wizard The Log Bomber Knight Electro Wizard
Electro Wizard
Bomber Wizard Skeleton Army Knight The Log Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Zap Electro Wizard
Electro Wizard Bomber Zap Knight Wizard The Log
Skeleton Army Zap Knight The Log Electro Wizard
Skeleton Army Zap Knight The Log Electro Wizard
Knight Skeleton Army
Wizard Zap Electro Wizard
Skeleton Army Knight Electro Wizard
Knight Skeleton Army
Zap Electro Wizard Knight Skeleton Army The Log
Skeleton Army
Knight
Skeleton Army Zap The Log Electro Wizard
Skeleton Army Knight Wizard
Wizard Bomber Skeleton Army
Skeleton Army Electro Wizard Bomber Zap Knight The Log
Bomber Zap Wizard The Log Electro Wizard
Bomber Zap 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
Zap The Log Electro Wizard
The Log
Knight The Log
Bomber Wizard Zap The Log
Wizard Zap
Bomber Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Electro Wizard
Zap Knight Wizard The Log Electro Wizard
Zap Wizard
Knight The Log
Zap The Log
Bomber Zap Wizard The Log
Wizard The Log
Bomber
Bomber Zap Wizard The Log Electro Wizard
Bomber Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Bomber Wizard
The Log Zap Wizard Electro Wizard
Zap Wizard The Log
Zap The Log
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Bomber Zap Wizard The Log
Zap Electro Wizard
Wizard The Log
Zap Electro Wizard Skeleton Army
Zap Wizard Electro Wizard
The Log
Knight Wizard Electro Wizard
The Log Bomber Zap Wizard
Zap
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard
Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: