My Best Clash Royale Deck

Deck Check Rating

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

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.

Skeletons Knight Wizard Electro Giant

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows The Log

Punishments

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

Elite Barbarians Electro Giant

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 Barbarians Elite Barbarians Electro Giant

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.

Elite Barbarians

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
Skeletons Elite Barbarians
Giant Snowball
Skeletons Barbarians
Zap
Skeletons
Barbarian Barrel
Skeletons Knight Barbarians Elite Barbarians Wizard
The Log
Skeletons Barbarians Elite Barbarians
Earthquake
Skeletons Barbarians
Arrows
Skeletons
Royal Delivery
Skeletons Knight Barbarians Elite Barbarians Wizard
Fireball
Barbarians Elite Barbarians Wizard
Poison
Barbarians Wizard
Lightning
Knight Elite Barbarians Wizard
Rocket
Barbarians Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Electro Giant 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.

Arrows Knight Electro Giant

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.

Elite Barbarians

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.

Barbarians 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Arrows Knight Barbarians Wizard Elite Barbarians Electro Giant

Shortest cycle

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

9 Skeletons The Log Arrows Knight

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.

Skeletons
Arrows
Elite Barbarians Knight
Knight
Arrows Elite Barbarians Wizard The Log
Barbarians
Elite Barbarians
Arrows Knight Wizard The Log
Wizard
Knight Elite Barbarians
Electro Giant
The Log
Knight Elite Barbarians

Defense Synergies 0 11

Skeletons
Knight Elite Barbarians Wizard The Log
Arrows
Knight Barbarians
Knight
Skeletons Arrows Wizard The Log
Barbarians
Arrows
Elite Barbarians
Skeletons Wizard The Log
Wizard
Skeletons Knight Elite Barbarians The Log
Electro Giant
The Log
Skeletons Knight Elite Barbarians 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 Wizard The Log
Barbarians Elite Barbarians Skeletons Knight The Log
Barbarians Skeletons Knight Elite Barbarians
Barbarians Elite Barbarians Skeletons Knight
Arrows Barbarians Elite Barbarians The Log
Arrows The Log Skeletons
Arrows Wizard
Arrows Barbarians Electro Giant The Log
Barbarians Skeletons Elite Barbarians
Knight Elite Barbarians Skeletons Barbarians
Barbarians Skeletons Arrows Knight Wizard Electro Giant The Log
Arrows Wizard
Barbarians Skeletons Knight Elite Barbarians Wizard The Log
Wizard Arrows Barbarians The Log
Barbarians Elite Barbarians Knight
Barbarians Elite Barbarians Electro Giant The Log
Barbarians Wizard Skeletons Arrows Knight Elite Barbarians
Arrows Knight Barbarians Elite Barbarians Wizard The Log
Arrows Wizard The Log Knight Barbarians
Barbarians Elite Barbarians
Wizard Arrows Knight Barbarians Elite Barbarians Electro Giant The Log

Counters to secondary win conditions

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

Knight Barbarians Skeletons Elite Barbarians Electro Giant
Arrows Knight Elite Barbarians Wizard The Log
Barbarians Skeletons Knight Elite Barbarians The Log
Knight Barbarians Elite Barbarians The Log
Barbarians Skeletons Knight Elite Barbarians
Arrows Wizard Electro Giant Skeletons
Skeletons Knight Barbarians Elite Barbarians
Knight Barbarians Elite Barbarians
Skeletons Knight Barbarians Elite Barbarians The Log
Skeletons Barbarians
Knight Barbarians Elite Barbarians
Arrows Barbarians Elite Barbarians Electro Giant The Log
Barbarians Elite Barbarians Skeletons Knight Wizard
Wizard Barbarians Electro Giant
Barbarians Elite Barbarians Electro Giant Skeletons Knight The Log
Arrows Barbarians Elite Barbarians Wizard Electro Giant The Log
Arrows

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.)

Arrows Knight The Log
Arrows The Log
Arrows The Log
Arrows Knight Barbarians The Log
Wizard Arrows The Log
Arrows Wizard Electro Giant
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard
Elite Barbarians
Arrows Knight Wizard The Log
Arrows Wizard
Knight Elite Barbarians The Log
Arrows
Arrows Elite Barbarians The Log
Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Arrows Wizard The Log
Arrows Wizard Electro Giant The Log
The Log
Arrows Wizard
The Log
Arrows Barbarians The Log
Arrows Electro Giant The Log Wizard
Arrows The Log Wizard
Arrows Wizard The Log
Arrows The Log
Elite Barbarians Arrows Wizard Electro Giant
Wizard Electro Giant
Elite Barbarians
Arrows Wizard The Log
Arrows
Arrows Wizard The Log
Barbarians
Arrows Wizard
Arrows The Log
Knight Wizard
Arrows The Log Wizard
Arrows Electro Giant
Elite Barbarians
Electro Giant Elite Barbarians The Log
Electro Giant The Log
Wizard

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