My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Great!
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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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.

Bats Tesla Wizard Electro Wizard Inferno Dragon Little Prince

Defensive buildings

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

Tesla

Investments

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

Bats Tesla Wizard 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.

Missing

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.

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.

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
Bats Inferno Dragon
Giant Snowball
Bats Inferno Dragon Little Prince
Zap
Bats Inferno Dragon Little Prince
Barbarian Barrel
Tesla Wizard Electro Wizard Little Prince
The Log
Little Prince
Earthquake
Tesla
Arrows
Bats Little Prince
Royal Delivery
Bats Wizard Electro Wizard Inferno Dragon Little Prince
Fireball
Tesla Wizard Electro Wizard Inferno Dragon Little Prince
Poison
Bats Wizard Electro Wizard Little Prince
Lightning
Tesla Wizard Electro Wizard Inferno Dragon Little Prince
Rocket
Wizard Inferno Dragon Little Prince

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 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.

Bats 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.

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.

Bats The Log Little Prince Tesla Electro Wizard Inferno Dragon Wizard Mega Knight

Shortest cycle

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

11 Bats The Log Little Prince Tesla

Attack Synergies 2 5

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.

Bats
Mega Knight Inferno Dragon
Tesla
Wizard
Mega Knight
The Log
Mega Knight Little Prince
Electro Wizard
Mega Knight
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Wizard The Log Electro Wizard
Little Prince
The Log

Defense Synergies 1 20

Bats
Tesla The Log Electro Wizard Inferno Dragon Mega Knight
Tesla
The Log Bats Wizard Electro Wizard Inferno Dragon Little Prince
Wizard
Tesla The Log Electro Wizard Mega Knight
The Log
Tesla Bats Wizard Electro Wizard Inferno Dragon Mega Knight Little Prince
Electro Wizard
Bats Tesla Wizard The Log Inferno Dragon Mega Knight Little Prince
Inferno Dragon
Bats Tesla The Log Electro Wizard Mega Knight
Mega Knight
Bats Wizard The Log Electro Wizard Inferno Dragon
Little Prince
Tesla 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.

Tesla Wizard The Log Electro Wizard
Inferno Dragon Bats Tesla The Log Electro Wizard Mega Knight
Tesla Mega Knight Bats Electro Wizard Inferno Dragon
Tesla Inferno Dragon Bats Electro Wizard Mega Knight
The Log Mega Knight
The Log Bats Tesla Electro Wizard Mega Knight
Bats Tesla Electro Wizard Inferno Dragon Wizard Little Prince
Tesla The Log Electro Wizard Mega Knight
Tesla Inferno Dragon
Tesla Electro Wizard Mega Knight Little Prince
Bats Electro Wizard Tesla Wizard The Log Mega Knight
Tesla Inferno Dragon Bats Wizard Electro Wizard
Tesla Mega Knight Bats Wizard The Log Electro Wizard
Wizard Mega Knight Bats Tesla The Log Electro Wizard
Inferno Dragon Tesla Electro Wizard Mega Knight
Tesla The Log Electro Wizard Inferno Dragon Mega Knight
Tesla Wizard Mega Knight Bats Electro Wizard
Tesla Mega Knight Bats Wizard The Log Electro Wizard Little Prince
Wizard The Log Bats Tesla Electro Wizard Inferno Dragon Mega Knight Little Prince
Tesla Electro Wizard Inferno Dragon
Wizard Mega Knight Bats Tesla The Log Electro Wizard Little Prince
Tesla Inferno Dragon

Counters to secondary win conditions

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

Mega Knight Tesla Electro Wizard
Electro Wizard Tesla Wizard The Log Inferno Dragon Mega Knight
Mega Knight Bats The Log Electro Wizard
Mega Knight Bats Tesla The Log Electro Wizard
Tesla Inferno Dragon Mega Knight
Wizard Bats Tesla Electro Wizard
Bats Tesla Electro Wizard
Mega Knight Tesla Inferno Dragon
Electro Wizard Mega Knight Bats The Log Inferno Dragon
Tesla Inferno Dragon
Inferno Dragon Mega Knight Bats Tesla
Mega Knight The Log Electro Wizard
Mega Knight Tesla Wizard
Wizard Tesla Mega Knight
Tesla Electro Wizard Bats The Log Inferno Dragon Little Prince
Bats Mega Knight Tesla Wizard The Log Electro Wizard Inferno Dragon
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.)

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

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: