My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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 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.

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.

Wizard Cannon Cart Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Tornado The Log

Punishments

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

Hog Rider Cannon Cart 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.

Electro Spirit Hog Rider Cannon Cart 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 Hog Rider

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
Hog Rider Guards Cannon Cart
Giant Snowball
Hog Rider Guards
Zap
Guards Cannon Cart
Barbarian Barrel
Electro Spirit Wizard Guards Cannon Cart
The Log
Electro Spirit Hog Rider Guards Cannon Cart
Earthquake
Hog Rider Guards
Arrows
Electro Spirit Guards
Royal Delivery
Electro Spirit Hog Rider Wizard Guards Cannon Cart
Fireball
Hog Rider Wizard Cannon Cart
Poison
Wizard Guards
Lightning
Wizard Cannon Cart
Rocket
Hog Rider Wizard Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Wizard Tornado 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.

Electro Spirit Guards Tornado 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.

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.

Electro Spirit The Log Guards Tornado Hog Rider Wizard Cannon Cart Mega Knight

Shortest cycle

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

9 Electro Spirit The Log Guards Tornado

Attack Synergies 3 13

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
Hog Rider Cannon Cart
Hog Rider
The Log Electro Spirit Wizard Guards Tornado Cannon Cart Mega Knight
Wizard
Tornado Hog Rider Mega Knight
Guards
Hog Rider The Log
Tornado
Wizard Hog Rider Cannon Cart The Log Mega Knight
Cannon Cart
The Log Electro Spirit Hog Rider Tornado
The Log
Hog Rider Cannon Cart Guards Tornado Mega Knight
Mega Knight
Hog Rider Wizard Tornado The Log

Defense Synergies 1 11

Electro Spirit
The Log
Hog Rider
Wizard
Tornado Guards Cannon Cart The Log Mega Knight
Guards
Wizard Cannon Cart The Log
Tornado
Wizard Cannon Cart The Log Mega Knight
Cannon Cart
Wizard Guards Tornado
The Log
Electro Spirit Wizard Guards Tornado Mega Knight
Mega Knight
Wizard Tornado 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.

Cannon Cart Wizard The Log
Cannon Cart The Log Mega Knight
Tornado Mega Knight Cannon Cart
Guards Cannon Cart Mega Knight
Tornado The Log Mega Knight
Tornado The Log Electro Spirit Guards Cannon Cart Mega Knight
Tornado Electro Spirit Wizard
Electro Spirit Cannon Cart The Log Mega Knight
Tornado
Guards Tornado Cannon Cart Mega Knight
Guards Electro Spirit Wizard Tornado Cannon Cart The Log Mega Knight
Wizard Tornado
Mega Knight Wizard Guards Cannon Cart The Log
Wizard Mega Knight Electro Spirit Guards Tornado Cannon Cart The Log
Cannon Cart Mega Knight
Tornado The Log Mega Knight
Wizard Mega Knight Tornado Cannon Cart
Mega Knight Electro Spirit Wizard Guards Tornado Cannon Cart The Log
Wizard Tornado The Log Electro Spirit Guards Cannon Cart Mega Knight
Tornado Cannon Cart
Wizard Mega Knight Electro Spirit Guards Cannon Cart The Log

Counters to secondary win conditions

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

Guards Mega Knight Cannon Cart
Wizard Cannon Cart The Log Mega Knight
Guards Mega Knight Cannon Cart The Log
Guards Mega Knight Tornado Cannon Cart The Log
Guards Cannon Cart Mega Knight
Wizard Electro Spirit Tornado
Guards Cannon Cart
Mega Knight Cannon Cart
Mega Knight Electro Spirit Tornado Cannon Cart The Log
Guards
Mega Knight Guards Cannon Cart
Mega Knight Guards Tornado The Log
Cannon Cart Mega Knight Wizard Guards
Wizard Cannon Cart Mega Knight
Guards Electro Spirit Tornado Cannon Cart The Log
Mega Knight Electro Spirit Wizard Cannon Cart The Log
Electro Spirit

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.)

Guards The Log
Tornado The Log
Cannon Cart The Log
Cannon Cart Guards The Log
Wizard The Log Mega Knight
Wizard Electro Spirit Tornado
Wizard Tornado The Log
The Log Wizard Tornado
The Log Wizard Tornado
Guards Tornado
Wizard Tornado Cannon Cart The Log
Wizard Tornado
Cannon Cart The Log
Cannon Cart
Cannon Cart The Log
Wizard Cannon Cart The Log
Wizard Cannon Cart The Log Mega Knight
Tornado
Wizard The Log Mega Knight
Wizard Tornado The Log Mega Knight
The Log Mega Knight
Wizard Tornado
Tornado The Log
Cannon Cart The Log
Tornado The Log Electro Spirit Wizard Mega Knight
The Log Wizard Tornado
Wizard Tornado The Log Mega Knight
Tornado The Log
Wizard Tornado
Electro Spirit Wizard Guards
Wizard The Log Mega Knight
Electro Spirit
Mega Knight
Wizard The Log
Electro Spirit Guards Cannon Cart
Wizard Tornado
The Log
Wizard Cannon Cart Mega Knight
The Log Wizard
Tornado
Cannon Cart Mega Knight
Electro Spirit Guards Tornado The Log
Tornado
Tornado Cannon Cart The Log Mega Knight
Cannon Cart
Wizard Mega Knight

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