My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!

Similar decks

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 Sparky Mega Knight Little Prince

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider 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.

Hog Rider 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.

Hog Rider

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 Hog Rider Skeleton Army Sparky
Giant Snowball
Bats Hog Rider Skeleton Army Little Prince
Zap
Bats Skeleton Army Sparky Little Prince
Barbarian Barrel
Wizard Skeleton Army Sparky Little Prince
The Log
Hog Rider Skeleton Army Sparky Little Prince
Earthquake
Hog Rider Skeleton Army
Arrows
Bats Skeleton Army Little Prince
Royal Delivery
Bats Hog Rider Wizard Skeleton Army Sparky Little Prince
Fireball
Hog Rider Wizard Skeleton Army Sparky Little Prince
Poison
Bats Wizard Skeleton Army Sparky Little Prince
Lightning
Wizard Sparky Little Prince
Rocket
Hog Rider Wizard Sparky 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 The Log Sparky Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Army Sparky Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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 The Log Skeleton Army Little Prince Hog Rider Wizard Sparky Mega Knight

Shortest cycle

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

10 Bats The Log Skeleton Army Little Prince

Attack Synergies 3 10

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
Hog Rider Mega Knight Sparky
Hog Rider
Bats The Log Wizard Mega Knight Little Prince
Wizard
Hog Rider Sparky Mega Knight
Skeleton Army
Sparky
The Log
Hog Rider Sparky Mega Knight Little Prince
Sparky
Bats Wizard Skeleton Army The Log
Mega Knight
Bats Hog Rider Wizard The Log
Little Prince
Hog Rider The Log

Defense Synergies 0 11

Bats
The Log Sparky Mega Knight
Hog Rider
Wizard
Skeleton Army The Log Mega Knight
Skeleton Army
Wizard The Log Sparky
The Log
Bats Wizard Skeleton Army Sparky Mega Knight Little Prince
Sparky
Bats Skeleton Army The Log
Mega Knight
Bats Wizard The Log
Little Prince
The Log

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 Sparky
Skeleton Army Sparky Bats The Log Mega Knight
Skeleton Army Sparky Mega Knight Bats
Skeleton Army Sparky Bats Mega Knight
Skeleton Army The Log Sparky Mega Knight
Skeleton Army The Log Bats Mega Knight
Bats Wizard Little Prince
The Log Sparky Mega Knight
Sparky Skeleton Army
Skeleton Army Sparky Mega Knight Little Prince
Bats Skeleton Army Wizard The Log Mega Knight
Bats Wizard
Skeleton Army Sparky Mega Knight Bats Wizard The Log
Wizard Skeleton Army Sparky Mega Knight Bats The Log
Skeleton Army Sparky Mega Knight
Skeleton Army The Log Sparky Mega Knight
Wizard Sparky Mega Knight Bats Skeleton Army
Mega Knight Bats Wizard Skeleton Army The Log Little Prince
Wizard The Log Bats Mega Knight Little Prince
Sparky
Wizard Skeleton Army Mega Knight Bats The Log Sparky Little Prince

Counters to secondary win conditions

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

Skeleton Army Mega Knight Sparky
Wizard The Log Mega Knight
Skeleton Army Mega Knight Bats The Log Sparky
Skeleton Army Mega Knight Bats The Log Sparky
Skeleton Army Sparky Mega Knight
Wizard Bats
Skeleton Army Sparky Bats
Mega Knight Skeleton Army Sparky
Mega Knight Bats Skeleton Army The Log Sparky
Skeleton Army Sparky
Mega Knight Bats Sparky
Skeleton Army Mega Knight The Log
Skeleton Army Mega Knight Wizard Sparky
Wizard Skeleton Army Sparky Mega Knight
Skeleton Army Sparky Bats The Log Little Prince
Bats Mega Knight Wizard The Log Sparky

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 Sparky
The Log
The Log Sparky
The Log Sparky
Wizard The Log Sparky Mega Knight
Wizard Bats
Wizard The Log Sparky
The Log Wizard
The Log Wizard
Bats Sparky
Wizard The Log Sparky
Wizard
The Log Sparky
The Log Sparky
Wizard The Log Sparky
Wizard The Log Sparky Mega Knight
Sparky
Bats Sparky
Wizard The Log Sparky Mega Knight
Wizard The Log Mega Knight Little Prince
The Log Sparky Mega Knight
Wizard
The Log Sparky
The Log
The Log Wizard Sparky Mega Knight Little Prince
The Log Wizard Sparky
Wizard The Log Sparky Mega Knight
The Log Sparky
Bats Wizard Sparky Little Prince
Bats Wizard
Sparky
Wizard The Log Sparky Mega Knight
Sparky
Sparky Mega Knight
Wizard The Log Sparky
Bats Skeleton Army
Wizard
The Log
Wizard Sparky Mega Knight
The Log Wizard
Sparky
Sparky Mega Knight
Bats The Log Sparky
Bats
The Log Sparky Mega Knight Little Prince
Sparky
Wizard Sparky Mega Knight

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