My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
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 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 Witch Electro 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.

Bats Witch Electro Dragon Royal Ghost 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.

Zap The Log

Punishments

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

Royal Ghost 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.

Royal Ghost 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.

Electro Dragon Royal Ghost

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 Guards
Giant Snowball
Bats Guards Witch Electro Dragon
Zap
Bats Guards Witch
Barbarian Barrel
Guards Witch Royal Ghost
The Log
Guards Witch
Earthquake
Guards Witch
Arrows
Bats Guards Witch
Royal Delivery
Bats Guards Witch Electro Dragon Royal Ghost
Fireball
Witch Electro Dragon
Poison
Bats Guards Witch Electro Dragon
Lightning
Witch Electro Dragon
Rocket
Witch Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Witch Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Electro Dragon The Log Royal Ghost 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 Guards Royal Ghost 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.

Witch

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 Zap The Log Guards Royal Ghost Witch Electro Dragon Mega Knight

Shortest cycle

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

9 Bats Zap The Log Guards

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.

Bats
Mega Knight Zap
Zap
Bats Guards Witch Electro Dragon The Log Royal Ghost Mega Knight
Guards
Zap The Log
Witch
Zap Royal Ghost Mega Knight
Electro Dragon
Zap Mega Knight
The Log
Zap Guards Mega Knight
Royal Ghost
Zap Witch Mega Knight
Mega Knight
Bats Zap Witch Electro Dragon The Log Royal Ghost

Defense Synergies 1 19

Bats
Zap The Log Mega Knight
Zap
Mega Knight Bats Guards Witch Electro Dragon The Log Royal Ghost
Guards
Zap Witch Electro Dragon The Log
Witch
Zap Guards Electro Dragon The Log Royal Ghost Mega Knight
Electro Dragon
Zap Guards Witch The Log
The Log
Bats Zap Guards Witch Electro Dragon Royal Ghost Mega Knight
Royal Ghost
Zap Witch The Log Mega Knight
Mega Knight
Zap Bats Witch The Log Royal Ghost

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.

Zap Electro Dragon The Log
Bats Zap Witch Electro Dragon The Log Mega Knight
Witch Mega Knight Bats Electro Dragon
Witch Bats Guards Electro Dragon Mega Knight
The Log Mega Knight
The Log Bats Zap Guards Electro Dragon Royal Ghost Mega Knight
Bats Zap Witch Electro Dragon
Zap Electro Dragon The Log Mega Knight
Witch
Guards Royal Ghost Mega Knight
Bats Guards Witch Zap Electro Dragon The Log Royal Ghost Mega Knight
Bats Zap Witch Electro Dragon
Mega Knight Bats Zap Guards Witch Electro Dragon The Log
Mega Knight Bats Zap Guards Witch Electro Dragon The Log Royal Ghost
Mega Knight
Zap The Log Mega Knight
Mega Knight Bats Witch Electro Dragon
Mega Knight Bats Zap Guards Witch Electro Dragon The Log Royal Ghost
Zap Witch The Log Bats Guards Electro Dragon Royal Ghost Mega Knight
Royal Ghost Mega Knight Bats Guards Witch Electro Dragon The Log

Counters to secondary win conditions

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

Guards Mega Knight Zap Witch Royal Ghost
Zap Electro Dragon The Log Royal Ghost Mega Knight
Guards Mega Knight Bats Zap Witch Electro Dragon The Log
Guards Mega Knight Bats Zap The Log
Guards Witch Mega Knight
Bats Zap Witch Electro Dragon
Guards Bats Witch
Mega Knight
Zap Electro Dragon Mega Knight Bats Witch The Log
Witch Guards
Mega Knight Bats Guards Witch Electro Dragon
Mega Knight Zap Guards The Log
Mega Knight Guards Witch
Witch Electro Dragon Mega Knight
Guards Witch Electro Dragon Bats Zap The Log
Bats Mega Knight Zap Witch Electro Dragon The Log Royal Ghost
Zap

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.)

Guards Electro Dragon The Log Royal Ghost
Zap Electro Dragon The Log Royal Ghost
Electro Dragon The Log
Guards The Log
Zap The Log Mega Knight
Bats Zap Witch Electro Dragon
Witch The Log
The Log Zap Electro Dragon
The Log Zap Electro Dragon
Bats Guards Electro Dragon
Zap Electro Dragon The Log
Zap Electro Dragon
The Log
Electro Dragon
Zap The Log
Zap Witch Electro Dragon The Log
Electro Dragon The Log Mega Knight
Bats
Zap Electro Dragon The Log Mega Knight
Zap Witch Electro Dragon The Log Mega Knight
The Log Mega Knight
The Log
Zap Electro Dragon The Log
Zap The Log Witch Electro Dragon Mega Knight
Witch
The Log Zap Witch Electro Dragon Royal Ghost
Zap Witch Electro Dragon The Log Mega Knight
Zap The Log
Bats Zap Witch Electro Dragon
Zap Electro Dragon Bats Guards Witch
Zap Electro Dragon The Log Mega Knight
Zap Electro Dragon
Mega Knight
The Log
Zap Bats Guards Witch Electro Dragon
Zap Witch Electro Dragon
The Log
Electro Dragon Mega Knight
The Log Zap Electro Dragon
Zap
Electro Dragon Mega Knight
Zap Electro Dragon Bats Guards Witch The Log
Bats Zap Witch Electro Dragon
Electro Dragon Zap Witch The Log Royal Ghost Mega Knight
Electro Dragon Mega Knight

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