My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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 Wizard Witch 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.

Bats Wizard Witch Electro Wizard Lumberjack Mega Knight Golden Knight

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.

Lumberjack Mega Knight Golden 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.

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.

Electro Wizard Lumberjack Golden Knight

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

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 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 Witch 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 Electro Wizard Lumberjack Golden Knight Wizard Witch Mega Knight

Shortest cycle

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

12 Bats The Log Electro Wizard Lumberjack

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.

Bats
Mega Knight Lumberjack
Wizard
Lumberjack Mega Knight
Witch
Lumberjack Mega Knight
The Log
Lumberjack Mega Knight
Electro Wizard
Lumberjack Mega Knight
Lumberjack
Bats Wizard Witch The Log Electro Wizard Mega Knight
Mega Knight
Bats Wizard Witch The Log Electro Wizard Lumberjack
Golden Knight

Defense Synergies 0 20

Bats
The Log Electro Wizard Lumberjack Mega Knight Golden Knight
Wizard
The Log Electro Wizard Lumberjack Mega Knight Golden Knight
Witch
The Log Electro Wizard Lumberjack Mega Knight
The Log
Bats Wizard Witch Electro Wizard Lumberjack Mega Knight Golden Knight
Electro Wizard
Bats Wizard Witch The Log Lumberjack Mega Knight
Lumberjack
Bats Wizard Witch The Log Electro Wizard
Mega Knight
Bats Wizard Witch The Log Electro Wizard
Golden Knight
Bats Wizard 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.

Wizard The Log Electro Wizard Golden Knight
Lumberjack Bats Witch The Log Electro Wizard Mega Knight
Witch Lumberjack Mega Knight Bats Electro Wizard
Witch Lumberjack Bats Electro Wizard Mega Knight
The Log Lumberjack Mega Knight
The Log Bats Electro Wizard Lumberjack Mega Knight
Bats Electro Wizard Wizard Witch
The Log Electro Wizard Mega Knight Golden Knight
Witch Lumberjack
Electro Wizard Lumberjack Mega Knight
Bats Witch Electro Wizard Wizard The Log Lumberjack Mega Knight
Bats Wizard Witch Electro Wizard
Lumberjack Mega Knight Bats Wizard Witch The Log Electro Wizard
Wizard Mega Knight Bats Witch The Log Electro Wizard Lumberjack Golden Knight
Electro Wizard Lumberjack Mega Knight
The Log Electro Wizard Lumberjack Mega Knight
Wizard Mega Knight Bats Witch Electro Wizard Lumberjack
Mega Knight Bats Wizard Witch The Log Electro Wizard Lumberjack Golden Knight
Wizard Witch The Log Bats Electro Wizard Lumberjack Mega Knight
Electro Wizard Lumberjack
Wizard Mega Knight Bats Witch 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 Witch Electro Wizard
Electro Wizard Wizard The Log Lumberjack Mega Knight
Lumberjack Mega Knight Bats Witch The Log Electro Wizard Golden Knight
Lumberjack Mega Knight Bats The Log Electro Wizard
Witch Lumberjack Mega Knight
Wizard Bats Witch Electro Wizard
Bats Witch Electro Wizard Lumberjack
Mega Knight Lumberjack
Electro Wizard Mega Knight Bats Witch The Log
Witch
Mega Knight Bats Witch Lumberjack Golden Knight
Mega Knight The Log Electro Wizard
Mega Knight Wizard Witch Lumberjack Golden Knight
Wizard Witch Mega Knight
Witch Electro Wizard Bats The Log Lumberjack Golden Knight
Bats Mega Knight Wizard Witch The Log Electro Wizard Golden Knight
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 Golden Knight
The Log Electro Wizard Golden Knight
The Log
The Log
Wizard The Log Mega Knight
Wizard Bats Witch
Wizard Witch The Log
The Log Wizard
The Log Wizard Golden Knight
Bats Electro Wizard Lumberjack
Wizard The Log Electro Wizard Golden Knight
Wizard
The Log Golden Knight
The Log
Wizard Witch The Log Golden Knight
Wizard The Log Mega Knight
Bats
Wizard The Log Electro Wizard Mega Knight
Wizard Witch The Log Mega Knight Golden Knight
The Log Mega Knight
Wizard
The Log
The Log
The Log Wizard Witch Mega Knight
Witch
The Log Wizard Witch Electro Wizard Golden Knight
Wizard Witch The Log Mega Knight Golden Knight
The Log Golden Knight
Bats Wizard Witch Electro Wizard
Electro Wizard Bats Wizard Witch
Wizard The Log Mega Knight
Electro Wizard
Mega Knight
Wizard The Log
Electro Wizard Bats Witch
Wizard Witch Electro Wizard
The Log
Wizard Electro Wizard Lumberjack Mega Knight
The Log Wizard
Mega Knight
Bats Witch The Log Electro Wizard Golden Knight
Bats Witch Electro Wizard
Witch The Log Electro Wizard Mega Knight Golden Knight
Wizard Mega Knight

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