My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 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.

Bats Electro Wizard Little Prince

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.

Bats Knight Balloon Electro Wizard Lumberjack Mega Knight Little Prince

Offensive cards

Win conditions

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

Balloon

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.

Balloon Lumberjack 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 Balloon Lumberjack 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.

Balloon Electro Wizard Lumberjack

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 Balloon
Giant Snowball
Bats Balloon Lumberjack Little Prince
Zap
Bats Balloon Little Prince
Barbarian Barrel
Knight Electro Wizard Lumberjack Little Prince
The Log
Lumberjack Little Prince
Earthquake
Arrows
Bats Little Prince
Royal Delivery
Bats Knight Balloon Electro Wizard Lumberjack Little Prince
Fireball
Balloon Electro Wizard Lumberjack Little Prince
Poison
Bats Balloon Electro Wizard Little Prince
Lightning
Knight Balloon Electro Wizard Lumberjack Little Prince
Rocket
Balloon 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.

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 Knight 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.

Bats The Log Knight Little Prince Electro Wizard Lumberjack Balloon Mega Knight

Shortest cycle

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

10 Bats The Log Knight Little Prince

Attack Synergies 5 15

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
Knight Balloon Mega Knight Lumberjack
Knight
Bats Balloon The Log Electro Wizard Lumberjack Little Prince
Balloon
Bats Knight Lumberjack The Log Electro Wizard Mega Knight Little Prince
The Log
Knight Balloon Lumberjack Mega Knight Little Prince
Electro Wizard
Knight Balloon Lumberjack Mega Knight
Lumberjack
Balloon Bats Knight The Log Electro Wizard Mega Knight
Mega Knight
Bats Balloon The Log Electro Wizard Lumberjack
Little Prince
Knight Balloon The Log

Defense Synergies 3 14

Bats
Knight The Log Electro Wizard Lumberjack Mega Knight
Knight
Bats Electro Wizard Little Prince The Log Lumberjack
Balloon
The Log
Bats Knight Electro Wizard Lumberjack Mega Knight Little Prince
Electro Wizard
Knight Bats The Log Lumberjack Mega Knight Little Prince
Lumberjack
Bats Knight The Log Electro Wizard Little Prince
Mega Knight
Bats The Log Electro Wizard
Little Prince
Knight The Log Electro Wizard Lumberjack

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 The Log Electro Wizard
Lumberjack Bats Knight The Log Electro Wizard Mega Knight
Lumberjack Mega Knight Bats Knight Electro Wizard
Lumberjack Bats Knight Electro Wizard Mega Knight
The Log Lumberjack Mega Knight
The Log Bats Electro Wizard Lumberjack Mega Knight
Bats Electro Wizard Little Prince
The Log Electro Wizard Mega Knight
Lumberjack
Knight Electro Wizard Lumberjack Mega Knight Little Prince
Bats Electro Wizard Knight The Log Lumberjack Mega Knight
Bats Electro Wizard
Lumberjack Mega Knight Bats Knight The Log Electro Wizard
Mega Knight Bats The Log Electro Wizard Lumberjack
Knight Electro Wizard Lumberjack Mega Knight
The Log Electro Wizard Lumberjack Mega Knight
Mega Knight Bats Knight Electro Wizard Lumberjack
Mega Knight Bats Knight The Log Electro Wizard Lumberjack Little Prince
The Log Bats Knight Electro Wizard Lumberjack Mega Knight Little Prince
Electro Wizard Lumberjack
Mega Knight Bats Knight The Log Electro Wizard Lumberjack Little Prince

Counters to secondary win conditions

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

Knight Lumberjack Mega Knight Electro Wizard
Electro Wizard Knight The Log Lumberjack Mega Knight
Lumberjack Mega Knight Bats Knight The Log Electro Wizard
Lumberjack Mega Knight Bats Knight The Log Electro Wizard
Knight Lumberjack Mega Knight
Bats Electro Wizard
Bats Knight Electro Wizard Lumberjack
Mega Knight Knight Lumberjack
Electro Wizard Mega Knight Bats Knight The Log
Mega Knight Bats Knight Lumberjack
Mega Knight The Log Electro Wizard
Mega Knight Knight Lumberjack
Mega Knight
Electro Wizard Bats Knight The Log Lumberjack Little Prince
Bats Mega Knight 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.)

Knight The Log
The Log Electro Wizard
The Log
Knight The Log
The Log Mega Knight
Bats
The Log
The Log
The Log
Bats Electro Wizard Lumberjack
Knight The Log Electro Wizard
Knight The Log
The Log
The Log
The Log Mega Knight
Bats
The Log Electro Wizard Mega Knight
The Log Mega Knight Little Prince
The Log Mega Knight
The Log
The Log
The Log Mega Knight Little Prince
The Log Electro Wizard
The Log Mega Knight
The Log
Bats Electro Wizard Little Prince
Electro Wizard Bats
The Log Mega Knight
Electro Wizard
Mega Knight
The Log
Electro Wizard Bats
Electro Wizard
The Log
Knight Electro Wizard Lumberjack Mega Knight
The Log
Mega Knight
Bats The Log Electro Wizard
Bats Electro Wizard
The Log Electro Wizard Mega Knight Little Prince
Mega Knight

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