My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
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 Hunter 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.

Bomber Bats Hunter Bandit Electro Wizard Mega 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.

Arrows The Log

Punishments

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

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.

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.

Bandit 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
Bomber Bats Bandit
Giant Snowball
Bomber Bats
Zap
Bomber Bats Bandit
Barbarian Barrel
Bomber Hunter Bandit Electro Wizard
The Log
Bomber Hunter Bandit
Earthquake
Bomber
Arrows
Bomber Bats
Royal Delivery
Bomber Bats Hunter Bandit Electro Wizard
Fireball
Bomber Hunter Bandit Electro Wizard
Poison
Bomber Bats Hunter Electro Wizard
Lightning
Hunter Bandit Electro Wizard
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Arrows Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Hunter 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 Arrows 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.

Bomber Bats The Log Arrows Bandit Hunter Electro Wizard Mega Knight

Shortest cycle

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

9 Bomber Bats The Log Arrows

Attack Synergies 1 13

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.

Bomber
Bats Bandit Mega Knight
Bats
Mega Knight Bomber Bandit
Arrows
Bandit Mega Knight
Hunter
Bandit Mega Knight
The Log
Bandit Mega Knight
Bandit
Bomber Bats Arrows Hunter The Log Electro Wizard Mega Knight
Electro Wizard
Bandit Mega Knight
Mega Knight
Bats Bomber Arrows Hunter The Log Bandit Electro Wizard

Defense Synergies 1 20

Bomber
Bats The Log Bandit Electro Wizard
Bats
Bomber Hunter The Log Bandit Electro Wizard Mega Knight
Arrows
Mega Knight Bandit
Hunter
Bats The Log Bandit Electro Wizard Mega Knight
The Log
Bomber Bats Hunter Bandit Electro Wizard Mega Knight
Bandit
Bomber Bats Arrows Hunter The Log Electro Wizard Mega Knight
Electro Wizard
Bomber Bats Hunter The Log Bandit Mega Knight
Mega Knight
Arrows Bats Hunter The Log Bandit 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.

Bomber The Log Electro Wizard
Hunter Bats The Log Bandit Electro Wizard Mega Knight
Hunter Mega Knight Bomber Bats Bandit Electro Wizard
Hunter Bats Bandit Electro Wizard Mega Knight
Bomber Arrows The Log Mega Knight
Arrows The Log Bomber Bats Hunter Bandit Electro Wizard Mega Knight
Bats Hunter Electro Wizard Arrows
Arrows The Log Bandit Electro Wizard Mega Knight
Hunter
Bomber Hunter Bandit Electro Wizard Mega Knight
Bats Electro Wizard Bomber Arrows Hunter The Log Bandit Mega Knight
Arrows Hunter Bats Electro Wizard
Hunter Mega Knight Bomber Bats The Log Bandit Electro Wizard
Bomber Mega Knight Bats Arrows Hunter The Log Electro Wizard
Hunter Bandit Electro Wizard Mega Knight
Hunter The Log Bandit Electro Wizard Mega Knight
Mega Knight Bomber Bats Arrows Hunter Electro Wizard
Arrows Mega Knight Bomber Bats Hunter The Log Bandit Electro Wizard
Arrows Hunter The Log Bomber Bats Bandit Electro Wizard Mega Knight
Hunter Electro Wizard
Bomber Mega Knight Bats Arrows Hunter The Log Bandit Electro Wizard
Hunter

Counters to secondary win conditions

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

Mega Knight Bandit Electro Wizard
Bandit Electro Wizard Bomber Arrows Hunter The Log Mega Knight
Bandit Mega Knight Bats Hunter The Log Electro Wizard
Hunter Mega Knight Bats The Log Bandit Electro Wizard
Hunter Bandit Mega Knight
Arrows Bats Hunter Electro Wizard
Bats Hunter Bandit Electro Wizard
Mega Knight Hunter
Electro Wizard Mega Knight Bats The Log Bandit
Mega Knight Bats Hunter
Mega Knight Arrows The Log Electro Wizard
Mega Knight Hunter Bandit
Bomber Mega Knight
Electro Wizard Bomber Bats Hunter The Log
Bats Arrows Mega Knight Bomber Hunter The Log Electro Wizard
Bomber 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 The Log Bandit
Arrows The Log Bandit Electro Wizard
Arrows The Log Bandit
Arrows The Log
Bomber Arrows The Log Mega Knight
Arrows Bats Hunter
Bomber Arrows The Log
Arrows The Log Hunter
Arrows The Log Bandit
Bats Electro Wizard
Arrows The Log Bandit Electro Wizard
Arrows
Hunter The Log Bandit
Arrows Bandit
Arrows The Log
Bomber Arrows Hunter The Log Bandit
Arrows The Log Bandit Mega Knight
Arrows
Bomber Bats
Bomber Arrows Hunter The Log Bandit Electro Wizard Mega Knight
Bomber Arrows The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows The Log
Arrows The Log Bomber Hunter Mega Knight
Arrows The Log Hunter Bandit Electro Wizard
Arrows The Log Bandit Mega Knight
Arrows The Log Bandit
Bats Arrows Hunter Electro Wizard
Electro Wizard Bats
Bomber Arrows Hunter The Log Bandit Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows The Log
Electro Wizard Bats Bandit
Arrows Hunter Electro Wizard
Arrows The Log
Hunter Electro Wizard Mega Knight
Arrows The Log Bomber
Arrows
Mega Knight
Bats The Log Electro Wizard
Bats Electro Wizard
The Log Bandit Electro Wizard Mega Knight
Mega Knight

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