My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Deck tips

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

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 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.

Missing

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

The Log

Punishments

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

Goblin Barrel Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Knight 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 Spirit Goblin Barrel

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
Goblin Barrel Guards Skeleton Army
Giant Snowball
Cannon Goblin Barrel Guards Skeleton Army
Zap
Cannon Goblin Barrel Guards Skeleton Army
Barbarian Barrel
Electro Spirit Knight Cannon Goblin Barrel Guards Skeleton Army
The Log
Electro Spirit Cannon Goblin Barrel Guards Skeleton Army
Earthquake
Cannon Goblin Barrel Guards Skeleton Army
Arrows
Electro Spirit Goblin Barrel Guards Skeleton Army
Royal Delivery
Electro Spirit Knight Goblin Barrel Guards Skeleton Army
Fireball
Cannon Goblin Barrel Skeleton Army
Poison
Cannon Guards Skeleton Army
Lightning
Knight Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit 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.

Electro Spirit Knight Guards 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.

Goblin Barrel 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.

Goblin Barrel

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit The Log Knight Cannon Goblin Barrel Guards Skeleton Army Mega Knight

Shortest cycle

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

9 Electro Spirit The Log Knight Cannon

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.

Electro Spirit
Knight
Goblin Barrel The Log
Cannon
Goblin Barrel
Knight Guards Skeleton Army Mega Knight
Guards
Goblin Barrel The Log
Skeleton Army
Goblin Barrel
The Log
Knight Guards Mega Knight
Mega Knight
Goblin Barrel The Log

Defense Synergies 2 9

Electro Spirit
The Log
Knight
Cannon Skeleton Army The Log
Cannon
Knight The Log Guards Skeleton Army
Goblin Barrel
Guards
Cannon Skeleton Army The Log
Skeleton Army
Knight Cannon Guards The Log
The Log
Cannon Electro Spirit Knight Guards Skeleton Army Mega Knight
Mega Knight
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 Cannon The Log
Skeleton Army Knight Cannon The Log Mega Knight
Cannon Skeleton Army Mega Knight Knight
Cannon Skeleton Army Knight Guards Mega Knight
Skeleton Army The Log Mega Knight
Skeleton Army The Log Electro Spirit Cannon Guards Mega Knight
Electro Spirit Cannon
Electro Spirit Cannon The Log Mega Knight
Cannon Skeleton Army
Knight Guards Skeleton Army Cannon Mega Knight
Guards Skeleton Army Electro Spirit Knight Cannon The Log Mega Knight
Cannon Skeleton Army Mega Knight Knight Guards The Log
Skeleton Army Mega Knight Electro Spirit Cannon Guards The Log
Skeleton Army Knight Cannon Mega Knight
Skeleton Army Cannon The Log Mega Knight
Mega Knight Knight Cannon Skeleton Army
Cannon Mega Knight Electro Spirit Knight Guards Skeleton Army The Log
The Log Electro Spirit Knight Cannon Guards Mega Knight
Cannon
Skeleton Army Mega Knight Electro Spirit Knight Cannon Guards The Log

Counters to secondary win conditions

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

Knight Guards Skeleton Army Mega Knight
Knight The Log Mega Knight
Guards Skeleton Army Mega Knight Knight The Log
Guards Skeleton Army Mega Knight Knight The Log
Knight Cannon Guards Skeleton Army Mega Knight
Electro Spirit
Guards Skeleton Army Knight
Mega Knight Knight Skeleton Army
Mega Knight Electro Spirit Knight Skeleton Army The Log
Cannon Guards Skeleton Army
Mega Knight Knight Guards
Skeleton Army Mega Knight Guards The Log
Skeleton Army Mega Knight Knight Cannon Guards
Cannon Skeleton Army Mega Knight
Guards Skeleton Army Electro Spirit Knight The Log
Mega Knight Electro Spirit Cannon The Log
Electro Spirit Cannon

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 Guards The Log
The Log
The Log
Knight Guards The Log
The Log Mega Knight
Electro Spirit
The Log
The Log
The Log
Guards
Knight The Log
Knight The Log
The Log
The Log
The Log Mega Knight
The Log Mega Knight
The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Electro Spirit Mega Knight
The Log
The Log Mega Knight
The Log
Electro Spirit Guards
The Log Mega Knight
Electro Spirit
Mega Knight
The Log
Electro Spirit Guards Skeleton Army
The Log
Knight Mega Knight
The Log
Mega Knight
Electro Spirit Guards The Log
The Log Mega Knight
Mega Knight

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