My Best Clash Royale Deck

Deck Check Rating

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

2 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!

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.

Knight Skeleton Barrel Wizard Giant Skeleton Fisherman Electro Wizard

Offensive cards

Win conditions

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

Skeleton 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.

Skeleton Barrel

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 Skeleton Barrel Giant Skeleton

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.

Skeleton Barrel Giant Skeleton 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
Skeleton Barrel Clone Giant Skeleton Fisherman
Giant Snowball
Skeleton Barrel Clone Fisherman
Zap
Skeleton Barrel Clone Fisherman
Barbarian Barrel
Knight Skeleton Barrel Wizard Clone Giant Skeleton Electro Wizard
The Log
Skeleton Barrel Clone Giant Skeleton Fisherman
Earthquake
Clone
Arrows
Skeleton Barrel Clone
Royal Delivery
Knight Skeleton Barrel Wizard Clone Giant Skeleton Fisherman Electro Wizard
Fireball
Skeleton Barrel Wizard Clone Fisherman Electro Wizard
Poison
Skeleton Barrel Wizard Clone Fisherman Electro Wizard
Lightning
Knight Wizard Fisherman Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log

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 Skeleton Barrel Clone Giant Skeleton

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Knight Skeleton Barrel Clone Fisherman Electro Wizard Wizard Giant Skeleton

Shortest cycle

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

11 The Log Knight Skeleton Barrel Clone

Attack Synergies 3 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.

Knight
Skeleton Barrel Wizard The Log Electro Wizard
Skeleton Barrel
Knight Clone Giant Skeleton Fisherman
Wizard
Knight Giant Skeleton
Clone
Skeleton Barrel Giant Skeleton Electro Wizard
Giant Skeleton
Clone Skeleton Barrel Wizard The Log Fisherman Electro Wizard
The Log
Knight Giant Skeleton Fisherman
Fisherman
Skeleton Barrel Giant Skeleton The Log
Electro Wizard
Knight Clone Giant Skeleton

Defense Synergies 1 10

Knight
Electro Wizard Wizard The Log Fisherman
Skeleton Barrel
Wizard
Knight Giant Skeleton The Log Electro Wizard
Clone
Giant Skeleton
Wizard The Log Electro Wizard
The Log
Knight Wizard Giant Skeleton Fisherman Electro Wizard
Fisherman
Knight The Log
Electro Wizard
Knight Wizard Giant Skeleton 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 Skeleton Barrel Wizard The Log Electro Wizard
Knight The Log Fisherman Electro Wizard
Fisherman Knight Giant Skeleton Electro Wizard
Knight Fisherman Electro Wizard
Giant Skeleton The Log
The Log Electro Wizard
Electro Wizard Wizard
Skeleton Barrel Giant Skeleton The Log Electro Wizard
Fisherman
Knight Giant Skeleton Fisherman Electro Wizard
Electro Wizard Knight Wizard Giant Skeleton The Log Fisherman
Wizard Electro Wizard
Knight Wizard Giant Skeleton The Log Electro Wizard
Wizard The Log Electro Wizard
Knight Electro Wizard
The Log Fisherman Electro Wizard
Wizard Knight Fisherman Electro Wizard
Knight Wizard The Log Fisherman Electro Wizard
Wizard The Log Knight Giant Skeleton Fisherman Electro Wizard
Fisherman Electro Wizard
Wizard Knight Giant Skeleton The Log Fisherman Electro Wizard

Counters to secondary win conditions

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

Knight Giant Skeleton Fisherman Electro Wizard
Electro Wizard Knight Skeleton Barrel Wizard The Log Fisherman
Giant Skeleton Knight The Log Fisherman Electro Wizard
Giant Skeleton Knight The Log Fisherman Electro Wizard
Giant Skeleton Knight Fisherman
Wizard Skeleton Barrel Electro Wizard
Knight Giant Skeleton Electro Wizard
Giant Skeleton Knight Fisherman
Giant Skeleton Electro Wizard Knight The Log
Knight Giant Skeleton
Giant Skeleton The Log Electro Wizard
Giant Skeleton Knight Wizard
Wizard
Electro Wizard Knight Giant Skeleton The Log Fisherman
Wizard Giant Skeleton The Log Electro Wizard
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.)

Skeleton Barrel Knight Giant Skeleton The Log
Skeleton Barrel The Log Fisherman Electro Wizard
Skeleton Barrel Giant Skeleton The Log
Knight Skeleton Barrel Giant Skeleton The Log
Wizard The Log
Wizard Skeleton Barrel
Wizard The Log
The Log Skeleton Barrel Wizard
The Log Skeleton Barrel Wizard Fisherman
Fisherman Electro Wizard
Knight Skeleton Barrel Wizard The Log Fisherman Electro Wizard
Wizard
Knight Skeleton Barrel The Log Fisherman
Skeleton Barrel Fisherman
Skeleton Barrel The Log Fisherman
Skeleton Barrel Wizard The Log
Skeleton Barrel Wizard The Log
Fisherman
Skeleton Barrel Wizard The Log Fisherman Electro Wizard
Skeleton Barrel Wizard The Log
Giant Skeleton The Log
Wizard
The Log Fisherman
Skeleton Barrel The Log
The Log Wizard
Fisherman
The Log Skeleton Barrel Wizard Fisherman Electro Wizard
Skeleton Barrel Wizard The Log Fisherman
Skeleton Barrel The Log Fisherman
Wizard Electro Wizard
Electro Wizard Skeleton Barrel Wizard
Wizard The Log
Electro Wizard
Giant Skeleton
Wizard The Log
Skeleton Barrel Electro Wizard
Wizard Electro Wizard
The Log
Knight Wizard Electro Wizard
The Log Skeleton Barrel Wizard
Giant Skeleton
Giant Skeleton The Log Electro Wizard
Electro Wizard
Skeleton Barrel Giant Skeleton The Log Electro Wizard
Wizard

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