My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Dragon 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 Elixir Golem Electro Dragon Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Earthquake The Log

Punishments

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

Elixir Golem Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Elixir Golem Battle Healer 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 Dragon Electro Wizard

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 Elixir Golem
Giant Snowball
Bats Electro Dragon
Zap
Bats
Barbarian Barrel
Elixir Golem Electro Wizard
The Log
Elixir Golem
Earthquake
Elixir Golem
Arrows
Bats
Royal Delivery
Bats Elixir Golem Battle Healer Electro Dragon Electro Wizard
Fireball
Elixir Golem Battle Healer Electro Dragon Electro Wizard
Poison
Bats Elixir Golem Battle Healer Electro Dragon Electro Wizard
Lightning
Battle Healer Electro Dragon Electro Wizard
Rocket
Battle Healer Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Electro Dragon 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 Elixir Golem Battle Healer 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Earthquake Elixir Golem Battle Healer Electro Wizard Electro Dragon Mega Knight

Shortest cycle

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

10 Bats The Log Earthquake Elixir Golem

Attack Synergies 4 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 Elixir Golem Battle Healer
Earthquake
Elixir Golem The Log Mega Knight
Elixir Golem
Earthquake Battle Healer Bats Electro Dragon The Log
Battle Healer
Elixir Golem Electro Dragon Bats Electro Wizard
Electro Dragon
Battle Healer Elixir Golem Mega Knight
The Log
Earthquake Elixir Golem Mega Knight
Electro Wizard
Battle Healer Mega Knight
Mega Knight
Bats Earthquake Electro Dragon The Log Electro Wizard

Defense Synergies 1 14

Bats
Earthquake Battle Healer The Log Electro Wizard Mega Knight
Earthquake
Bats The Log Mega Knight
Elixir Golem
Battle Healer
Electro Dragon Bats The Log Electro Wizard
Electro Dragon
Battle Healer The Log Electro Wizard
The Log
Bats Earthquake Battle Healer Electro Dragon Electro Wizard Mega Knight
Electro Wizard
Bats Battle Healer Electro Dragon The Log Mega Knight
Mega Knight
Bats Earthquake 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.

Earthquake Electro Dragon The Log Electro Wizard
Bats Battle Healer Electro Dragon The Log Electro Wizard Mega Knight
Mega Knight Bats Electro Dragon Electro Wizard
Bats Electro Dragon Electro Wizard Mega Knight
Earthquake Battle Healer The Log Mega Knight
The Log Bats Earthquake Electro Dragon Electro Wizard Mega Knight
Bats Electro Wizard Electro Dragon
Earthquake Battle Healer Electro Dragon The Log Electro Wizard Mega Knight
Battle Healer Electro Wizard Mega Knight
Bats Electro Wizard Earthquake Electro Dragon The Log Mega Knight
Bats Electro Dragon Electro Wizard
Mega Knight Bats Earthquake Battle Healer Electro Dragon The Log Electro Wizard
Mega Knight Bats Earthquake Electro Dragon The Log Electro Wizard
Electro Wizard Mega Knight
The Log Electro Wizard Mega Knight
Mega Knight Bats Electro Dragon Electro Wizard
Mega Knight Bats Battle Healer Electro Dragon The Log Electro Wizard
Earthquake The Log Bats Battle Healer Electro Dragon Electro Wizard Mega Knight
Electro Wizard
Mega Knight Bats Earthquake Battle Healer Electro Dragon The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight Battle Healer Electro Wizard
Electro Wizard Battle Healer Electro Dragon The Log Mega Knight
Mega Knight Bats Battle Healer Electro Dragon The Log Electro Wizard
Mega Knight Bats Battle Healer The Log Electro Wizard
Battle Healer Mega Knight
Bats Electro Dragon Electro Wizard
Bats Battle Healer Electro Wizard
Mega Knight Battle Healer
Electro Dragon Electro Wizard Mega Knight Bats The Log
Mega Knight Bats Electro Dragon
Mega Knight The Log Electro Wizard
Mega Knight
Electro Dragon Mega Knight
Electro Dragon Electro Wizard Bats Battle Healer The Log
Bats Mega Knight Earthquake Battle Healer Electro Dragon 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.)

Earthquake Electro Dragon The Log
Electro Dragon The Log Electro Wizard
Earthquake Electro Dragon The Log
Earthquake The Log
Earthquake The Log Mega Knight
Bats Electro Dragon
Earthquake The Log
Earthquake The Log Electro Dragon
The Log Electro Dragon
Bats Electro Dragon Electro Wizard
Earthquake Electro Dragon The Log Electro Wizard
Electro Dragon
Earthquake The Log
Earthquake Electro Dragon
Earthquake The Log
Earthquake Electro Dragon The Log
Earthquake Electro Dragon The Log Mega Knight
Earthquake
Bats
Earthquake Electro Dragon The Log Electro Wizard Mega Knight
Earthquake Electro Dragon The Log Mega Knight
Earthquake The Log Mega Knight
The Log
Earthquake Electro Dragon The Log
Earthquake The Log Electro Dragon Mega Knight
The Log Earthquake Electro Dragon Electro Wizard
Electro Dragon The Log Mega Knight
The Log
Bats Electro Dragon Electro Wizard
Electro Dragon Electro Wizard Bats
Earthquake Electro Dragon The Log Mega Knight
Electro Dragon Electro Wizard
Mega Knight
Earthquake The Log
Earthquake Electro Wizard Bats Electro Dragon
Electro Dragon Electro Wizard
The Log
Electro Dragon Electro Wizard Mega Knight
The Log Earthquake Electro Dragon
Electro Dragon Mega Knight
Electro Dragon Bats The Log Electro Wizard
Bats Electro Dragon Electro Wizard
Electro Dragon The Log Electro Wizard Mega Knight
Electro Dragon Mega Knight

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