My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 anti-air splash!

You don't have a card, that attacks air and has splash damage. 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.

Electro Wizard Inferno Dragon Little Prince

Defensive buildings

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

Mortar

Investments

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

Knight Electro Wizard Inferno Dragon Mega Knight Little Prince

Offensive cards

Win conditions

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

Mortar

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.

Mortar 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.

Knight Mortar 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

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
Inferno Dragon Little Prince
Zap
Mortar Inferno Dragon Little Prince
Barbarian Barrel
Knight Mortar Electro Wizard Little Prince
The Log
Little Prince
Earthquake
Mortar
Arrows
Little Prince
Royal Delivery
Knight Electro Wizard Inferno Dragon Little Prince
Fireball
Mortar Electro Wizard Inferno Dragon Little Prince
Poison
Mortar Electro Wizard Little Prince
Lightning
Knight Mortar Electro Wizard Inferno Dragon Little Prince
Rocket
Mortar Inferno Dragon Little Prince

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Mortar 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.

Knight 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.

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 Knight Little Prince Mortar Electro Wizard Inferno Dragon Mega Knight

Shortest cycle

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

10 Rage The Log Knight Little Prince

Attack Synergies 2 8

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
Mortar The Log Electro Wizard Little Prince
Mortar
Knight The Log
Rage
Electro Wizard
The Log
Knight Mortar Mega Knight Little Prince
Electro Wizard
Knight Rage Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon The Log Electro Wizard
Little Prince
Knight The Log

Defense Synergies 2 13

Knight
Electro Wizard Little Prince Mortar The Log
Mortar
Knight The Log Electro Wizard Inferno Dragon
Rage
The Log
Knight Mortar Electro Wizard Inferno Dragon Mega Knight Little Prince
Electro Wizard
Knight Mortar The Log Inferno Dragon Mega Knight Little Prince
Inferno Dragon
Mortar The Log Electro Wizard Mega Knight
Mega Knight
The Log Electro Wizard Inferno Dragon
Little Prince
Knight The Log Electro Wizard

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 Mortar The Log Electro Wizard
Inferno Dragon Knight Mortar The Log Electro Wizard Mega Knight
Mortar Mega Knight Knight Electro Wizard Inferno Dragon
Inferno Dragon Knight Mortar Electro Wizard Mega Knight
The Log Mega Knight
The Log Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Mortar Little Prince
The Log Electro Wizard Mega Knight
Inferno Dragon Mortar
Knight Electro Wizard Mega Knight Little Prince
Electro Wizard Knight The Log Mega Knight
Inferno Dragon Electro Wizard
Mortar Mega Knight Knight The Log Electro Wizard
Mega Knight Mortar The Log Electro Wizard
Inferno Dragon Knight Mortar Electro Wizard Mega Knight
Mortar The Log Electro Wizard Inferno Dragon Mega Knight
Mega Knight Knight Mortar Electro Wizard
Mortar Mega Knight Knight The Log Electro Wizard Little Prince
Mortar The Log Knight Electro Wizard Inferno Dragon Mega Knight Little Prince
Mortar Electro Wizard Inferno Dragon
Mega Knight Knight The Log Electro Wizard Little Prince

Counters to secondary win conditions

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

Knight Mega Knight Electro Wizard
Electro Wizard Knight Mortar The Log Inferno Dragon Mega Knight
Mega Knight Knight The Log Electro Wizard
Mega Knight Knight The Log Electro Wizard
Knight Inferno Dragon Mega Knight
Electro Wizard
Knight Electro Wizard
Mega Knight Knight Inferno Dragon
Electro Wizard Mega Knight Knight Mortar The Log Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Knight
Mega Knight The Log Electro Wizard
Mega Knight Knight
Mega Knight
Electro Wizard Knight Mortar The Log Inferno Dragon Little Prince
Mega Knight The Log Electro Wizard Inferno Dragon
Mortar 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 Mortar The Log
Mortar The Log Electro Wizard
The Log
Knight The Log
Mortar The Log Mega Knight
Mortar The Log
The Log
The Log Mortar
Electro Wizard
Knight Mortar The Log Electro Wizard
Knight Mortar The Log
Mortar
Mortar The Log
Mortar The Log
Mortar The Log Mega Knight
Mortar
Mortar The Log Electro Wizard Mega Knight
Mortar The Log Mega Knight Little Prince
The Log Mega Knight
The Log
Mortar The Log
The Log Mortar Mega Knight Little Prince
Inferno Dragon
Mortar The Log Electro Wizard
Mortar The Log Mega Knight
Mortar The Log
Electro Wizard Little Prince
Electro Wizard
Mortar The Log Mega Knight
Electro Wizard
Mega Knight
The Log
Electro Wizard
Electro Wizard
The Log
Knight Electro Wizard Mega Knight
The Log Mortar
Mega Knight
The Log Electro Wizard
Electro Wizard
Mortar The Log Electro Wizard Mega Knight Little Prince
Inferno Dragon
Mortar Mega Knight

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