My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats Firecracker Electro 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 Bats Firecracker Battle Ram Electro Giant Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Battle Ram Electro Giant

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.

Battle Ram Electro Giant Lumberjack

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.

Battle Ram Electro Giant Lumberjack

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.

Firecracker 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
Skeletons Bats Battle Ram
Giant Snowball
Skeletons Bats Battle Ram Lumberjack
Zap
Skeletons Bats Firecracker Battle Ram
Barbarian Barrel
Skeletons Firecracker Battle Ram Electro Wizard Lumberjack
The Log
Skeletons Firecracker Battle Ram Lumberjack
Earthquake
Skeletons Firecracker
Arrows
Skeletons Bats Firecracker
Royal Delivery
Skeletons Bats Firecracker Battle Ram Electro Wizard Lumberjack
Fireball
Firecracker Battle Ram Electro Wizard Lumberjack
Poison
Bats Firecracker Electro Wizard
Lightning
Battle Ram Electro Wizard Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

Bats Battle Ram Electro Giant

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats The Log Firecracker Battle Ram Electro Wizard Lumberjack Electro Giant

Shortest cycle

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

8 Skeletons Bats The Log Firecracker

Attack Synergies 1 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.

Skeletons
Bats
Firecracker Battle Ram Lumberjack
Firecracker
Bats Battle Ram Lumberjack
Battle Ram
The Log Bats Firecracker Electro Wizard Lumberjack
Electro Giant
Lumberjack
The Log
Battle Ram Lumberjack
Electro Wizard
Battle Ram Lumberjack
Lumberjack
Bats Firecracker Battle Ram Electro Giant The Log Electro Wizard

Defense Synergies 1 14

Skeletons
Bats Firecracker The Log Electro Wizard Lumberjack
Bats
Skeletons Firecracker The Log Electro Wizard Lumberjack
Firecracker
The Log Skeletons Bats Electro Wizard Lumberjack
Battle Ram
Electro Giant
The Log
Firecracker Skeletons Bats Electro Wizard Lumberjack
Electro Wizard
Skeletons Bats Firecracker The Log Lumberjack
Lumberjack
Skeletons Bats Firecracker 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.

Firecracker The Log Electro Wizard
Lumberjack Skeletons Bats Firecracker The Log Electro Wizard
Lumberjack Skeletons Bats Electro Wizard
Lumberjack Skeletons Bats Firecracker Electro Wizard
Firecracker The Log Lumberjack
The Log Skeletons Bats Firecracker Electro Wizard Lumberjack
Bats Electro Wizard Firecracker
Electro Giant The Log Electro Wizard
Skeletons Lumberjack
Skeletons Firecracker Electro Wizard Lumberjack
Bats Electro Wizard Skeletons Firecracker Electro Giant The Log Lumberjack
Bats Firecracker Electro Wizard
Lumberjack Skeletons Bats The Log Electro Wizard
Bats Firecracker The Log Electro Wizard Lumberjack
Electro Wizard Lumberjack
Electro Giant The Log Electro Wizard Lumberjack
Skeletons Bats Firecracker Electro Wizard Lumberjack
Bats Firecracker The Log Electro Wizard Lumberjack
The Log Bats Firecracker Electro Wizard Lumberjack
Electro Wizard Lumberjack
Bats Firecracker Electro Giant The Log Electro Wizard Lumberjack
Lumberjack

Counters to secondary win conditions

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

Lumberjack Skeletons Electro Giant Electro Wizard
Electro Wizard Firecracker The Log Lumberjack
Lumberjack Skeletons Bats The Log Electro Wizard
Lumberjack Bats The Log Electro Wizard
Skeletons Lumberjack
Firecracker Electro Giant Skeletons Bats Electro Wizard
Skeletons Bats Electro Wizard Lumberjack
Lumberjack
Electro Wizard Skeletons Bats Firecracker The Log
Skeletons
Bats Lumberjack
Electro Giant The Log Electro Wizard
Skeletons Lumberjack
Firecracker Electro Giant
Electro Giant Electro Wizard Skeletons Bats Firecracker The Log Lumberjack
Bats Firecracker Electro Giant 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.)

Firecracker The Log
Firecracker The Log Electro Wizard
The Log
Firecracker The Log
Firecracker The Log
Firecracker Electro Giant Bats
Firecracker The Log
The Log Firecracker
The Log Firecracker
Bats Electro Wizard Lumberjack
Firecracker The Log Electro Wizard
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Bats
Firecracker The Log Electro Wizard
Firecracker Electro Giant The Log
The Log
The Log
The Log
Firecracker Electro Giant The Log
Firecracker The Log Electro Wizard
The Log
Firecracker The Log
Bats Firecracker Electro Giant Electro Wizard
Electro Wizard Bats Firecracker Electro Giant
The Log
Firecracker Electro Wizard
Firecracker The Log
Electro Wizard Bats
Firecracker Electro Wizard
The Log
Firecracker Electro Wizard Lumberjack
The Log Firecracker
Electro Giant
Firecracker
Electro Giant Bats Firecracker The Log Electro Wizard
Firecracker Bats Electro Wizard
Firecracker Electro Giant The Log Electro Wizard
Firecracker

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