My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Electro Wizard Inferno 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 Balloon Electro Wizard Inferno Dragon Lumberjack Mega Knight

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.

Zap 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

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 Zap The Log Electro Wizard Inferno Dragon Lumberjack Balloon Mega Knight

Shortest cycle

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

10 Bats Zap The Log Electro Wizard

Attack Synergies 6 14

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
Balloon Mega Knight Zap Inferno Dragon Lumberjack
Zap
Balloon Electro Wizard Bats The Log Lumberjack Mega Knight
Balloon
Bats Zap Lumberjack The Log Electro Wizard Mega Knight
The Log
Zap Balloon Lumberjack Mega Knight
Electro Wizard
Zap Balloon Lumberjack Mega Knight
Inferno Dragon
Mega Knight Bats
Lumberjack
Balloon Bats Zap The Log Electro Wizard Mega Knight
Mega Knight
Bats Inferno Dragon Zap Balloon The Log Electro Wizard Lumberjack

Defense Synergies 2 17

Bats
Zap The Log Electro Wizard Inferno Dragon Lumberjack Mega Knight
Zap
Electro Wizard Mega Knight Bats The Log Inferno Dragon Lumberjack
Balloon
The Log
Bats Zap Electro Wizard Inferno Dragon Lumberjack Mega Knight
Electro Wizard
Zap Bats The Log Inferno Dragon Lumberjack Mega Knight
Inferno Dragon
Bats Zap The Log Electro Wizard Mega Knight
Lumberjack
Bats Zap The Log Electro Wizard
Mega Knight
Zap Bats The Log Electro Wizard Inferno Dragon

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 The Log Electro Wizard
Inferno Dragon Lumberjack Bats Zap The Log Electro Wizard Mega Knight
Lumberjack Mega Knight Bats Electro Wizard Inferno Dragon
Inferno Dragon Lumberjack Bats Electro Wizard Mega Knight
The Log Lumberjack Mega Knight
The Log Bats Zap Electro Wizard Lumberjack Mega Knight
Bats Electro Wizard Inferno Dragon Zap
Zap The Log Electro Wizard Mega Knight
Inferno Dragon Lumberjack
Electro Wizard Lumberjack Mega Knight
Bats Electro Wizard Zap The Log Lumberjack Mega Knight
Inferno Dragon Bats Zap Electro Wizard
Lumberjack Mega Knight Bats Zap The Log Electro Wizard
Mega Knight Bats Zap The Log Electro Wizard Lumberjack
Inferno Dragon Electro Wizard Lumberjack Mega Knight
Zap The Log Electro Wizard Inferno Dragon Lumberjack Mega Knight
Mega Knight Bats Electro Wizard Lumberjack
Mega Knight Bats Zap The Log Electro Wizard Lumberjack
Zap The Log Bats Electro Wizard Inferno Dragon Lumberjack Mega Knight
Electro Wizard Inferno Dragon Lumberjack
Mega Knight Bats The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Zap Electro Wizard
Electro Wizard Zap The Log Inferno Dragon Lumberjack Mega Knight
Lumberjack Mega Knight Bats Zap The Log Electro Wizard
Lumberjack Mega Knight Bats Zap The Log Electro Wizard
Inferno Dragon Lumberjack Mega Knight
Bats Zap Electro Wizard
Bats Electro Wizard Lumberjack
Mega Knight Inferno Dragon Lumberjack
Zap Electro Wizard Mega Knight Bats The Log Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Bats Lumberjack
Mega Knight Zap The Log Electro Wizard
Mega Knight Lumberjack
Mega Knight
Electro Wizard Bats Zap The Log Inferno Dragon Lumberjack
Bats Mega Knight Zap The Log Electro Wizard Inferno Dragon
Zap 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
Zap The Log Electro Wizard
The Log
The Log
Zap The Log Mega Knight
Bats Zap
The Log
The Log Zap
The Log Zap
Bats Electro Wizard Lumberjack
Zap The Log Electro Wizard
Zap
The Log
Zap The Log
Zap The Log
The Log Mega Knight
Bats
Zap The Log Electro Wizard Mega Knight
Zap The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap The Log Mega Knight
Inferno Dragon
The Log Zap Electro Wizard
Zap The Log Mega Knight
Zap The Log
Bats Zap Electro Wizard
Zap Electro Wizard Bats
Zap The Log Mega Knight
Zap Electro Wizard
Mega Knight
The Log
Zap Electro Wizard Bats
Zap Electro Wizard
The Log
Electro Wizard Lumberjack Mega Knight
The Log Zap
Zap
Mega Knight
Zap Bats The Log Electro Wizard
Bats Zap Electro Wizard
Zap The Log Electro Wizard Mega Knight
Inferno Dragon
Mega Knight

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