My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Mediocre
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 anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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 Zappies 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 Skeleton Barrel Zappies Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Skeleton Barrel

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.

Skeleton Barrel 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.

Skeleton Barrel 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.

Skeleton Barrel 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 Skeleton Barrel Clone
Giant Snowball
Bats Skeleton Barrel Zappies Clone
Zap
Bats Skeleton Barrel Zappies Clone
Barbarian Barrel
Skeleton Barrel Zappies Clone Electro Wizard
The Log
Skeleton Barrel Zappies Clone
Earthquake
Zappies Clone
Arrows
Bats Skeleton Barrel Zappies Clone
Royal Delivery
Bats Skeleton Barrel Zappies Clone Electro Wizard
Fireball
Skeleton Barrel Zappies Clone Electro Wizard
Poison
Bats Skeleton Barrel Zappies Clone Electro Wizard
Lightning
Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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 Skeleton Barrel Clone 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.

Mirror Bats The Log Skeleton Barrel Clone Zappies Electro Wizard Mega Knight

Shortest cycle

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

7 Mirror Bats The Log Skeleton Barrel

Attack Synergies 4 9

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
Skeleton Barrel Mega Knight Clone
Skeleton Barrel
Bats Clone Zappies Mirror Mega Knight
Zappies
Skeleton Barrel Clone Mega Knight
Mirror
The Log Skeleton Barrel
Clone
Skeleton Barrel Bats Zappies Electro Wizard
The Log
Mirror Mega Knight
Electro Wizard
Clone Mega Knight
Mega Knight
Bats Skeleton Barrel Zappies The Log Electro Wizard

Defense Synergies 0 15

Bats
Zappies The Log Electro Wizard Mega Knight
Skeleton Barrel
Mega Knight
Zappies
Bats Mirror The Log Electro Wizard Mega Knight
Mirror
Zappies The Log Electro Wizard Mega Knight
Clone
The Log
Bats Zappies Mirror Electro Wizard Mega Knight
Electro Wizard
Bats Zappies Mirror The Log Mega Knight
Mega Knight
Bats Skeleton Barrel Zappies Mirror 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.

Skeleton Barrel Zappies The Log Electro Wizard
Bats Zappies The Log Electro Wizard Mega Knight
Mega Knight Bats Zappies Electro Wizard
Bats Zappies Electro Wizard Mega Knight
The Log Mega Knight
The Log Bats Zappies Electro Wizard Mega Knight
Bats Electro Wizard Zappies
Skeleton Barrel The Log Electro Wizard Mega Knight
Zappies
Zappies Electro Wizard Mega Knight
Bats Electro Wizard Zappies The Log Mega Knight
Bats Zappies Electro Wizard
Mega Knight Bats Zappies The Log Electro Wizard
Mega Knight Bats Zappies The Log Electro Wizard
Zappies Electro Wizard Mega Knight
Zappies The Log Electro Wizard Mega Knight
Mega Knight Bats Zappies Electro Wizard
Mega Knight Bats Zappies The Log Electro Wizard
The Log Bats Zappies Electro Wizard Mega Knight
Zappies Electro Wizard
Mega Knight Bats Zappies The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight Zappies Electro Wizard
Electro Wizard Skeleton Barrel The Log Mega Knight
Zappies Mega Knight Bats The Log Electro Wizard
Mega Knight Bats Zappies The Log Electro Wizard
Zappies Mega Knight
Bats Skeleton Barrel Zappies Electro Wizard
Bats Zappies Electro Wizard
Mega Knight Zappies
Electro Wizard Mega Knight Bats Zappies The Log
Zappies
Mega Knight Bats Zappies
Mega Knight The Log Electro Wizard
Mega Knight Zappies
Zappies Mega Knight
Zappies Electro Wizard Bats The Log
Bats Mega Knight Zappies 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.)

Skeleton Barrel The Log
Skeleton Barrel The Log Electro Wizard
Skeleton Barrel The Log
Skeleton Barrel The Log
The Log Mega Knight
Bats Skeleton Barrel
The Log
The Log Skeleton Barrel
The Log Skeleton Barrel
Bats Electro Wizard
Skeleton Barrel The Log Electro Wizard
Skeleton Barrel The Log
Skeleton Barrel
Skeleton Barrel The Log
Skeleton Barrel The Log
Skeleton Barrel The Log Mega Knight
Bats
Skeleton Barrel The Log Electro Wizard Mega Knight
Skeleton Barrel The Log Mega Knight
The Log Mega Knight
The Log
Skeleton Barrel The Log
The Log Mega Knight
The Log Skeleton Barrel Electro Wizard
Skeleton Barrel The Log Mega Knight
Skeleton Barrel The Log
Bats Electro Wizard
Electro Wizard Bats Skeleton Barrel Zappies
The Log Mega Knight
Zappies Electro Wizard
Mega Knight
The Log
Skeleton Barrel Electro Wizard Bats Zappies
Zappies Electro Wizard
The Log
Electro Wizard Mega Knight
The Log Skeleton Barrel
Mega Knight
Bats Zappies The Log Electro Wizard
Bats Zappies Electro Wizard
Skeleton Barrel The Log Electro Wizard Mega Knight
Mega Knight

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