My Best Clash Royale Deck

Deck Check Rating

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

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.

Mega Minion 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 Mega Minion 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.

Tornado 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.

Electro Spirit 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.

Electro Spirit 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 Mega Minion
Zap
Skeletons
Barbarian Barrel
Skeletons Electro Spirit Elite Barbarians Wizard
The Log
Skeletons Electro Spirit Elite Barbarians
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit
Royal Delivery
Skeletons Electro Spirit Elite Barbarians Mega Minion Wizard
Fireball
Elite Barbarians Mega Minion Wizard
Poison
Mega Minion Wizard
Lightning
Elite Barbarians Mega Minion Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Wizard Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Wizard Tornado 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.

Electro Spirit Mega Minion Tornado 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit The Log Mega Minion Tornado Wizard Elite Barbarians Electro Giant

Shortest cycle

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

7 Skeletons Electro Spirit The Log Mega Minion

Attack Synergies 3 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
Electro Spirit
Mega Minion Elite Barbarians Electro Giant
Elite Barbarians
Electro Spirit Wizard The Log
Mega Minion
Electro Spirit Electro Giant
Wizard
Tornado Elite Barbarians
Tornado
Wizard Electro Giant The Log
Electro Giant
Tornado Electro Spirit Mega Minion
The Log
Elite Barbarians Tornado

Defense Synergies 2 16

Skeletons
Electro Spirit Elite Barbarians Mega Minion Wizard Tornado The Log
Electro Spirit
Mega Minion Skeletons The Log
Elite Barbarians
Skeletons Mega Minion Wizard The Log
Mega Minion
Electro Spirit Skeletons Elite Barbarians Wizard Tornado The Log
Wizard
Tornado Skeletons Elite Barbarians Mega Minion The Log
Tornado
Wizard Skeletons Mega Minion Electro Giant The Log
Electro Giant
Tornado
The Log
Skeletons Electro Spirit Elite Barbarians Mega Minion Wizard Tornado

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.

Mega Minion Wizard The Log
Elite Barbarians Skeletons Mega Minion The Log
Tornado Skeletons Elite Barbarians Mega Minion
Elite Barbarians Skeletons Mega Minion
Elite Barbarians Tornado The Log
Tornado The Log Skeletons Electro Spirit Mega Minion
Mega Minion Tornado Electro Spirit Wizard
Electro Spirit Electro Giant The Log
Skeletons Elite Barbarians Tornado
Elite Barbarians Tornado Skeletons
Skeletons Electro Spirit Mega Minion Wizard Tornado Electro Giant The Log
Mega Minion Wizard Tornado
Skeletons Elite Barbarians Wizard The Log
Wizard Electro Spirit Mega Minion Tornado The Log
Elite Barbarians
Tornado Elite Barbarians Electro Giant The Log
Wizard Skeletons Elite Barbarians Tornado
Electro Spirit Elite Barbarians Mega Minion Wizard Tornado The Log
Wizard Tornado The Log Electro Spirit Mega Minion
Elite Barbarians Tornado
Wizard Electro Spirit Elite Barbarians Electro Giant The Log

Counters to secondary win conditions

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

Skeletons Elite Barbarians Electro Giant
Elite Barbarians Mega Minion Wizard The Log
Skeletons Elite Barbarians The Log
Elite Barbarians Tornado The Log
Skeletons Elite Barbarians
Wizard Electro Giant Skeletons Electro Spirit Tornado
Skeletons Elite Barbarians Mega Minion
Elite Barbarians
Skeletons Electro Spirit Elite Barbarians Mega Minion Tornado The Log
Skeletons Mega Minion
Elite Barbarians Mega Minion
Elite Barbarians Tornado Electro Giant The Log
Elite Barbarians Skeletons Wizard
Wizard Electro Giant
Elite Barbarians Electro Giant Skeletons Electro Spirit Mega Minion Tornado The Log
Electro Spirit Elite Barbarians Mega Minion Wizard Electro Giant 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.)

The Log
Tornado The Log
The Log
The Log
Wizard The Log
Wizard Electro Giant Electro Spirit Mega Minion Tornado
Wizard Tornado The Log
The Log Wizard Tornado
The Log Wizard Tornado
Elite Barbarians Tornado
Wizard Tornado The Log
Wizard Tornado
Elite Barbarians The Log
Elite Barbarians The Log
Wizard The Log
Wizard The Log
Tornado
Mega Minion Wizard The Log
Wizard Tornado Electro Giant The Log
The Log
Wizard Tornado
Tornado The Log
The Log
Tornado Electro Giant The Log Electro Spirit Wizard
Mega Minion
The Log Wizard Tornado
Wizard Tornado The Log
Tornado The Log
Elite Barbarians Wizard Tornado Electro Giant
Electro Spirit Mega Minion Wizard Electro Giant
Elite Barbarians Mega Minion
Wizard The Log
Electro Spirit
Wizard The Log
Electro Spirit
Mega Minion Wizard Tornado
The Log
Mega Minion Wizard
The Log Wizard
Tornado Electro Giant
Elite Barbarians Mega Minion
Electro Giant Electro Spirit Elite Barbarians Tornado The Log
Tornado
Tornado Electro Giant The Log
Wizard

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