My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Little Prince

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 Dark Prince Bandit Mega Knight Little Prince

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.

Rage The Log

Punishments

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

Dark Prince Bandit 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.

Dark Prince Bandit 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.

Dark Prince Bandit

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 Dark Prince Bandit
Giant Snowball
Bats Little Prince
Zap
Bats Dark Prince Bandit Little Prince
Barbarian Barrel
Wizard Dark Prince Bandit Little Prince
The Log
Dark Prince Bandit Little Prince
Earthquake
Arrows
Bats Little Prince
Royal Delivery
Bats Wizard Dark Prince Bandit Little Prince
Fireball
Wizard Bandit Little Prince
Poison
Bats Wizard Little Prince
Lightning
Wizard Dark Prince Bandit Little Prince
Rocket
Wizard Little Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Dark Prince 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 Rage Dark Prince 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

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 Rage The Log Bandit Little Prince Dark Prince Wizard Mega Knight

Shortest cycle

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

9 Bats Rage The Log Bandit

Attack Synergies 1 15

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 Rage Dark Prince Bandit
Wizard
Rage Dark Prince Bandit Mega Knight
Rage
Bats Wizard Dark Prince
Dark Prince
Bats Wizard Rage Bandit Little Prince
The Log
Bandit Mega Knight Little Prince
Bandit
Bats Wizard Dark Prince The Log Mega Knight Little Prince
Mega Knight
Bats Wizard The Log Bandit
Little Prince
Dark Prince The Log Bandit

Defense Synergies 0 16

Bats
Dark Prince The Log Bandit Mega Knight
Wizard
Dark Prince The Log Bandit Mega Knight
Rage
Dark Prince
Bats Wizard The Log Bandit Little Prince
The Log
Bats Wizard Dark Prince Bandit Mega Knight Little Prince
Bandit
Bats Wizard Dark Prince The Log Mega Knight Little Prince
Mega Knight
Bats Wizard The Log Bandit
Little Prince
Dark Prince The Log Bandit

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
Bats Dark Prince The Log Bandit Mega Knight
Mega Knight Bats Dark Prince Bandit
Bats Dark Prince Bandit Mega Knight
Dark Prince The Log Mega Knight
The Log Bats Dark Prince Bandit Mega Knight
Bats Wizard Little Prince
The Log Bandit Mega Knight
Dark Prince Bandit Mega Knight Little Prince
Bats Wizard Dark Prince The Log Bandit Mega Knight
Bats Wizard
Mega Knight Bats Wizard Dark Prince The Log Bandit
Wizard Mega Knight Bats Dark Prince The Log
Bandit Mega Knight
The Log Bandit Mega Knight
Wizard Mega Knight Bats Dark Prince
Mega Knight Bats Wizard Dark Prince The Log Bandit Little Prince
Wizard The Log Bats Dark Prince Bandit Mega Knight Little Prince
Wizard Dark Prince Mega Knight Bats The Log Bandit Little Prince

Counters to secondary win conditions

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

Mega Knight Dark Prince Bandit
Bandit Wizard The Log Mega Knight
Bandit Mega Knight Bats Dark Prince The Log
Dark Prince Mega Knight Bats The Log Bandit
Dark Prince Bandit Mega Knight
Wizard Bats
Dark Prince Bats Bandit
Mega Knight Dark Prince
Mega Knight Bats Dark Prince The Log Bandit
Mega Knight Bats Dark Prince
Mega Knight Dark Prince The Log
Dark Prince Mega Knight Wizard Bandit
Wizard Mega Knight
Bats Dark Prince The Log Little Prince
Bats Mega Knight Wizard Dark Prince The Log

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 Bandit
The Log Bandit
The Log Bandit
Dark Prince The Log
Wizard Dark Prince The Log Mega Knight
Wizard Bats
Wizard The Log
The Log Wizard
The Log Wizard Bandit
Bats
Wizard Dark Prince The Log Bandit
Wizard
The Log Bandit
Bandit
The Log
Wizard The Log Bandit
Wizard The Log Bandit Mega Knight
Bats
Wizard Dark Prince The Log Bandit Mega Knight
Wizard The Log Mega Knight Little Prince
The Log Mega Knight
Wizard
The Log
The Log
The Log Wizard Dark Prince Mega Knight Little Prince
The Log Wizard Bandit
Wizard The Log Bandit Mega Knight
The Log Bandit
Bats Wizard Little Prince
Bats Wizard
Wizard The Log Bandit Mega Knight
Mega Knight
Wizard The Log
Bats Dark Prince Bandit
Wizard
The Log
Wizard Dark Prince Mega Knight
The Log Wizard
Dark Prince Mega Knight
Bats The Log
Bats
Dark Prince The Log Bandit Mega Knight Little Prince
Wizard Mega Knight

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