My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Void Mother Witch Sparky Little Prince Golden Knight Skeleton King Mighty Miner Archer Queen Monk

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.

Bats Wizard Baby Dragon

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 Wizard Baby Dragon Electro Giant Bandit

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.

Zap The Log

Punishments

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

Electro Giant Bandit

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.

Baby Dragon Electro Giant Bandit

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.

Bandit

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 Skeleton Army Bandit
Giant Snowball
Bats Skeleton Army Baby Dragon
Zap
Bats Skeleton Army Bandit
Barbarian Barrel
Wizard Skeleton Army Bandit
The Log
Skeleton Army Bandit
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Wizard Skeleton Army Baby Dragon Bandit
Fireball
Wizard Skeleton Army Baby Dragon Bandit
Poison
Bats Wizard Skeleton Army
Lightning
Wizard Baby Dragon Bandit
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Baby Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Baby Dragon Electro Giant The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Baby Dragon 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.

Skeleton Army

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap The Log Skeleton Army Bandit Baby Dragon Wizard Electro Giant

Shortest cycle

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

9 Bats Zap The Log Skeleton Army

Attack Synergies 0 10

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
Zap Baby Dragon Bandit
Zap
Bats Baby Dragon The Log Bandit
Wizard
Bandit
Skeleton Army
Baby Dragon
Bats Zap Electro Giant Bandit
Electro Giant
Baby Dragon
The Log
Zap Bandit
Bandit
Bats Zap Wizard Baby Dragon The Log

Defense Synergies 0 16

Bats
Zap Baby Dragon The Log Bandit
Zap
Bats Skeleton Army Baby Dragon The Log Bandit
Wizard
Skeleton Army The Log Bandit
Skeleton Army
Zap Wizard The Log Bandit
Baby Dragon
Bats Zap The Log Bandit
Electro Giant
The Log
Bats Zap Wizard Skeleton Army Baby Dragon Bandit
Bandit
Bats Zap Wizard Skeleton Army Baby Dragon 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.

Zap Wizard Baby Dragon The Log
Skeleton Army Bats Zap The Log Bandit
Skeleton Army Bats Bandit
Skeleton Army Bats Bandit
Skeleton Army The Log
Skeleton Army The Log Bats Zap Baby Dragon Bandit
Bats Zap Wizard Baby Dragon
Zap Baby Dragon Electro Giant The Log Bandit
Skeleton Army
Skeleton Army Bandit
Bats Skeleton Army Zap Wizard Baby Dragon Electro Giant The Log Bandit
Bats Zap Wizard Baby Dragon
Skeleton Army Bats Zap Wizard The Log Bandit
Wizard Skeleton Army Bats Zap Baby Dragon The Log
Skeleton Army Bandit
Skeleton Army Zap Electro Giant The Log Bandit
Wizard Bats Skeleton Army
Bats Zap Wizard Skeleton Army Baby Dragon The Log Bandit
Zap Wizard Baby Dragon The Log Bats Bandit
Wizard Skeleton Army Bats Baby Dragon Electro Giant The Log Bandit

Counters to secondary win conditions

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

Skeleton Army Zap Electro Giant Bandit
Bandit Zap Wizard Baby Dragon The Log
Skeleton Army Bandit Bats Zap The Log
Skeleton Army Bats Zap The Log Bandit
Skeleton Army Bandit
Wizard Electro Giant Bats Zap Baby Dragon
Skeleton Army Bats Bandit
Skeleton Army
Zap Bats Skeleton Army Baby Dragon The Log Bandit
Skeleton Army
Bats
Skeleton Army Zap Electro Giant The Log
Skeleton Army Wizard Bandit
Wizard Skeleton Army Baby Dragon Electro Giant
Skeleton Army Electro Giant Bats Zap Baby Dragon The Log
Bats Zap Wizard Baby Dragon Electro Giant The Log

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.)

Baby Dragon The Log Bandit
Zap Baby Dragon The Log Bandit
Baby Dragon The Log Bandit
The Log
Wizard Zap Baby Dragon The Log
Wizard Electro Giant Bats Zap Baby Dragon
Wizard Baby Dragon The Log
The Log Zap Wizard Baby Dragon
The Log Zap Wizard Bandit
Bats
Zap Wizard The Log Bandit
Zap Wizard Baby Dragon
Baby Dragon The Log Bandit
Baby Dragon Bandit
Zap Baby Dragon The Log
Zap Wizard Baby Dragon The Log Bandit
Wizard Baby Dragon The Log Bandit
Bats
Zap Wizard Baby Dragon The Log Bandit
Zap Wizard Baby Dragon Electro Giant The Log
Baby Dragon The Log
Wizard
The Log
Zap Baby Dragon The Log
Zap Electro Giant The Log Wizard Baby Dragon
The Log Zap Wizard Baby Dragon Bandit
Zap Wizard Baby Dragon The Log Bandit
Zap Baby Dragon The Log Bandit
Bats Zap Wizard Baby Dragon Electro Giant
Zap Bats Wizard Electro Giant
Zap Wizard The Log Bandit
Zap
Wizard The Log
Zap Bats Skeleton Army Bandit
Zap Wizard Baby Dragon
The Log
Wizard Baby Dragon
The Log Zap Wizard Baby Dragon
Zap Electro Giant
Zap Electro Giant Bats Baby Dragon The Log
Bats Zap
Zap Baby Dragon Electro Giant The Log Bandit

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