My Best Clash Royale Deck

Deck Check Rating

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

1 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker Ice 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.

Knight Firecracker Royal Giant Dark Prince Ice Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Earthquake The Log

Punishments

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

Royal Giant Dark Prince

Pump responses

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

Earthquake

Dropped at the bridge

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

Knight Royal Giant Dark Prince

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.

Firecracker Dark Prince

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
Royal Giant Guards Dark Prince
Giant Snowball
Guards
Zap
Firecracker Royal Giant Guards Dark Prince
Barbarian Barrel
Knight Firecracker Guards Dark Prince Ice Wizard
The Log
Firecracker Royal Giant Guards Dark Prince
Earthquake
Firecracker Guards
Arrows
Firecracker Guards
Royal Delivery
Knight Firecracker Guards Dark Prince Ice Wizard
Fireball
Firecracker Ice Wizard
Poison
Firecracker Guards Ice Wizard
Lightning
Knight Dark Prince Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Earthquake Dark Prince The Log Ice Wizard

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 Guards Dark Prince Ice Wizard

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.

Royal Giant

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.

Ice 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.

The Log Knight Firecracker Earthquake Guards Ice Wizard Dark Prince Royal Giant

Shortest cycle

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

11 The Log Knight Firecracker Earthquake

Attack Synergies 4 12

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.

Knight
Firecracker Earthquake The Log Ice Wizard
Firecracker
Knight Royal Giant Earthquake Dark Prince
Royal Giant
Firecracker Earthquake Ice Wizard Guards Dark Prince The Log
Earthquake
Royal Giant Knight Firecracker Dark Prince The Log
Guards
Royal Giant The Log
Dark Prince
Firecracker Royal Giant Earthquake Ice Wizard
The Log
Knight Royal Giant Earthquake Guards
Ice Wizard
Royal Giant Knight Dark Prince

Defense Synergies 3 13

Knight
Firecracker Ice Wizard Earthquake The Log
Firecracker
Knight The Log Earthquake Guards Dark Prince Ice Wizard
Royal Giant
Earthquake
Knight Firecracker The Log Ice Wizard
Guards
Firecracker The Log Ice Wizard
Dark Prince
Firecracker The Log Ice Wizard
The Log
Firecracker Knight Earthquake Guards Dark Prince Ice Wizard
Ice Wizard
Knight Firecracker Earthquake Guards Dark Prince 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.

Earthquake Knight Firecracker The Log
Knight Firecracker Dark Prince The Log Ice Wizard
Knight Dark Prince Ice Wizard
Knight Firecracker Guards Dark Prince Ice Wizard
Firecracker Earthquake Dark Prince The Log
The Log Firecracker Earthquake Guards Dark Prince Ice Wizard
Firecracker Ice Wizard
Earthquake The Log
Ice Wizard
Knight Guards Firecracker Dark Prince Ice Wizard
Guards Ice Wizard Knight Firecracker Earthquake Dark Prince The Log
Firecracker Ice Wizard
Knight Earthquake Guards Dark Prince The Log Ice Wizard
Firecracker Earthquake Guards Dark Prince The Log
Knight
The Log
Knight Firecracker Dark Prince
Knight Firecracker Guards Dark Prince The Log Ice Wizard
Earthquake The Log Knight Firecracker Guards Dark Prince Ice Wizard
Dark Prince Knight Firecracker Earthquake Guards The Log

Counters to secondary win conditions

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

Knight Guards Dark Prince
Knight Firecracker The Log
Guards Knight Dark Prince The Log
Guards Dark Prince Knight The Log
Knight Guards Dark Prince
Firecracker Ice Wizard
Guards Dark Prince Knight Ice Wizard
Knight Dark Prince
Knight Firecracker Dark Prince The Log
Guards
Knight Guards Dark Prince
Guards Dark Prince The Log
Dark Prince Knight Guards
Firecracker
Guards Knight Firecracker Dark Prince The Log
Firecracker Earthquake Dark Prince The Log Ice Wizard
Ice 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.)

Earthquake Knight Firecracker Guards The Log
Firecracker The Log Ice Wizard
Earthquake The Log
Earthquake Knight Firecracker Guards Dark Prince The Log
Firecracker Earthquake Dark Prince The Log
Firecracker Ice Wizard
Firecracker Earthquake The Log
Earthquake The Log Firecracker Ice Wizard
The Log Firecracker
Guards
Firecracker Knight Earthquake Dark Prince The Log
Firecracker
Earthquake Knight Firecracker The Log
Earthquake Firecracker
Earthquake Firecracker The Log
Earthquake Firecracker The Log
Earthquake Firecracker The Log
Earthquake
Firecracker Earthquake Dark Prince The Log
Firecracker Earthquake The Log
Earthquake The Log
The Log
Earthquake The Log
Firecracker Earthquake The Log Dark Prince Ice Wizard
Firecracker The Log Earthquake Ice Wizard
The Log
Firecracker The Log
Firecracker Ice Wizard
Firecracker Guards
Earthquake The Log
Firecracker
Firecracker Earthquake The Log
Earthquake Guards Dark Prince
Firecracker Ice Wizard
The Log
Knight Firecracker Dark Prince
The Log Firecracker Earthquake
Firecracker Dark Prince
Firecracker Guards The Log
Firecracker
Firecracker Dark Prince The Log
Firecracker

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