My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Bad
Versatility
Great!
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 Electro Wizard Inferno Dragon

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.

Skeletons Bats Battle Ram Royal Ghost Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram Royal Ghost

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.

Battle Ram Royal Ghost

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.

Royal Ghost 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
Skeletons Bats Battle Ram Inferno Dragon
Giant Snowball
Skeletons Bats Battle Ram Inferno Dragon
Zap
Skeletons Bats Battle Ram Inferno Dragon
Barbarian Barrel
Skeletons Battle Ram Royal Ghost Electro Wizard
The Log
Skeletons Battle Ram
Earthquake
Skeletons
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Battle Ram Royal Ghost Electro Wizard Inferno Dragon
Fireball
Battle Ram Electro Wizard Inferno Dragon
Poison
Bats Electro Wizard
Lightning
Battle Ram Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

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 Royal Ghost

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 Battle Ram Rage Royal Ghost Inferno Dragon

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.

Skeletons Bats Rage The Log Royal Ghost Battle Ram Electro Wizard Inferno Dragon

Shortest cycle

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

7 Skeletons Bats Rage The Log

Attack Synergies 1 7

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.

Skeletons
Bats
Battle Ram Rage Inferno Dragon
Battle Ram
The Log Bats Royal Ghost Electro Wizard
Rage
Bats Electro Wizard
The Log
Battle Ram
Royal Ghost
Battle Ram Electro Wizard
Electro Wizard
Battle Ram Rage Royal Ghost
Inferno Dragon
Bats

Defense Synergies 0 13

Skeletons
Bats The Log Royal Ghost Electro Wizard Inferno Dragon
Bats
Skeletons The Log Electro Wizard Inferno Dragon
Battle Ram
Rage
The Log
Skeletons Bats Royal Ghost Electro Wizard Inferno Dragon
Royal Ghost
Skeletons The Log Electro Wizard
Electro Wizard
Skeletons Bats The Log Royal Ghost Inferno Dragon
Inferno Dragon
Skeletons Bats 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.

The Log Electro Wizard
Inferno Dragon Skeletons Bats The Log Electro Wizard
Skeletons Bats Electro Wizard Inferno Dragon
Inferno Dragon Skeletons Bats Electro Wizard
The Log
The Log Skeletons Bats Royal Ghost Electro Wizard
Bats Electro Wizard Inferno Dragon
The Log Electro Wizard
Inferno Dragon Skeletons
Skeletons Royal Ghost Electro Wizard
Bats Electro Wizard Skeletons The Log Royal Ghost
Inferno Dragon Bats Electro Wizard
Skeletons Bats The Log Electro Wizard
Bats The Log Royal Ghost Electro Wizard
Inferno Dragon Electro Wizard
The Log Electro Wizard Inferno Dragon
Skeletons Bats Electro Wizard
Bats The Log Royal Ghost Electro Wizard
The Log Bats Royal Ghost Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Royal Ghost Bats The Log Electro Wizard

Counters to secondary win conditions

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

Skeletons Royal Ghost Electro Wizard
Electro Wizard The Log Royal Ghost Inferno Dragon
Skeletons Bats The Log Electro Wizard
Bats The Log Electro Wizard
Skeletons Inferno Dragon
Skeletons Bats Electro Wizard
Skeletons Bats Electro Wizard
Inferno Dragon
Electro Wizard Skeletons Bats The Log Inferno Dragon
Skeletons Inferno Dragon
Inferno Dragon Bats
The Log Electro Wizard
Skeletons
Electro Wizard Skeletons Bats The Log Inferno Dragon
Bats The Log Royal Ghost Electro Wizard Inferno Dragon
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.)

The Log Royal Ghost
The Log Royal Ghost Electro Wizard
The Log
The Log
The Log
Bats
The Log
The Log
The Log
Bats Electro Wizard
The Log Electro Wizard
The Log
The Log
The Log
The Log
Bats
The Log Electro Wizard
The Log
The Log
The Log
The Log
The Log
Inferno Dragon
The Log Royal Ghost Electro Wizard
The Log
The Log
Bats Electro Wizard
Electro Wizard Bats
The Log
Electro Wizard
The Log
Electro Wizard Bats
Electro Wizard
The Log
Electro Wizard
The Log
Bats The Log Electro Wizard
Bats Electro Wizard
The Log Royal Ghost Electro Wizard
Inferno Dragon

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