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

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 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.

Arrows Freeze

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.

Electro Spirit 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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Freeze 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.

Electro Spirit Bats Arrows Freeze 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.

Electro Spirit Bats Arrows Freeze Electro Wizard Lumberjack Balloon Mega Knight

Shortest cycle

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

10 Electro Spirit Bats Arrows Freeze

Attack Synergies 5 11

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.

Electro Spirit
Balloon Lumberjack
Bats
Balloon Mega Knight Lumberjack
Arrows
Balloon Freeze Lumberjack Mega Knight
Freeze
Balloon Arrows
Balloon
Bats Arrows Freeze Lumberjack Electro Spirit Electro Wizard Mega Knight
Electro Wizard
Balloon Lumberjack Mega Knight
Lumberjack
Balloon Electro Spirit Bats Arrows Electro Wizard Mega Knight
Mega Knight
Bats Arrows Balloon Electro Wizard Lumberjack

Defense Synergies 1 12

Electro Spirit
Electro Wizard Lumberjack
Bats
Freeze Electro Wizard Lumberjack Mega Knight
Arrows
Mega Knight Lumberjack
Freeze
Bats Electro Wizard Lumberjack Mega Knight
Balloon
Electro Wizard
Electro Spirit Bats Freeze Lumberjack Mega Knight
Lumberjack
Electro Spirit Bats Arrows Freeze Electro Wizard
Mega Knight
Arrows Bats Freeze 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.

Electro Wizard
Lumberjack Bats Electro Wizard Mega Knight
Lumberjack Mega Knight Bats Freeze Electro Wizard
Lumberjack Bats Electro Wizard Mega Knight
Arrows Lumberjack Mega Knight
Arrows Freeze Electro Spirit Bats Electro Wizard Lumberjack Mega Knight
Bats Electro Wizard Electro Spirit Arrows Freeze
Electro Spirit Arrows Electro Wizard Mega Knight
Lumberjack
Electro Wizard Lumberjack Mega Knight
Bats Electro Wizard Electro Spirit Arrows Freeze Lumberjack Mega Knight
Arrows Bats Electro Wizard
Lumberjack Mega Knight Bats Freeze Electro Wizard
Mega Knight Electro Spirit Bats Arrows Freeze Electro Wizard Lumberjack
Electro Wizard Lumberjack Mega Knight
Freeze Electro Wizard Lumberjack Mega Knight
Mega Knight Bats Arrows Electro Wizard Lumberjack
Arrows Mega Knight Electro Spirit Bats Electro Wizard Lumberjack
Arrows Freeze Electro Spirit Bats Electro Wizard Lumberjack Mega Knight
Electro Wizard Lumberjack
Mega Knight Electro Spirit Bats Arrows Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Electro Wizard
Electro Wizard Arrows Lumberjack Mega Knight
Lumberjack Mega Knight Bats Electro Wizard
Lumberjack Mega Knight Bats Electro Wizard
Lumberjack Mega Knight
Arrows Electro Spirit Bats Freeze Electro Wizard
Bats Electro Wizard Lumberjack
Mega Knight Lumberjack
Freeze Electro Wizard Mega Knight Electro Spirit Bats
Mega Knight Bats Lumberjack
Mega Knight Arrows Electro Wizard
Mega Knight Lumberjack
Mega Knight
Electro Wizard Electro Spirit Bats Freeze Lumberjack
Bats Arrows Mega Knight Electro Spirit Freeze Electro Wizard
Electro Spirit Arrows 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.)

Arrows Freeze
Arrows Electro Wizard
Arrows
Arrows Freeze
Arrows Mega Knight
Arrows Electro Spirit Bats Freeze
Arrows
Arrows Freeze
Arrows
Bats Electro Wizard Lumberjack
Arrows Electro Wizard
Arrows
Arrows Freeze
Arrows
Arrows
Arrows Mega Knight
Arrows Freeze
Bats
Arrows Electro Wizard Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Freeze Electro Spirit Mega Knight
Arrows Electro Wizard
Arrows Mega Knight
Arrows
Bats Arrows Electro Wizard
Electro Wizard Electro Spirit Bats Freeze
Arrows Mega Knight
Electro Spirit Arrows Freeze Electro Wizard
Mega Knight
Arrows
Electro Wizard Electro Spirit Bats Freeze
Arrows Electro Wizard
Freeze
Arrows
Electro Wizard Lumberjack Mega Knight
Arrows
Arrows
Mega Knight
Electro Spirit Bats Freeze Electro Wizard
Bats Electro Wizard
Freeze Electro Wizard Mega Knight
Mega Knight

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