My Best Clash Royale Deck

Deck Check Rating

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

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 Ice Golem Witch

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 Ice Golem Witch 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.

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.

Electro Spirit Barbarians Ice Golem 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 Spirit

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
Giant Snowball
Bats Barbarians Witch
Zap
Bats Witch
Barbarian Barrel
Electro Spirit Barbarians Witch
The Log
Electro Spirit Barbarians Witch
Earthquake
Barbarians Witch
Arrows
Electro Spirit Bats Witch
Royal Delivery
Electro Spirit Bats Barbarians Witch
Fireball
Barbarians Witch
Poison
Bats Barbarians Witch
Lightning
Ice Golem Witch
Rocket
Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Ice Golem Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Ice Golem The Log 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.

Electro Spirit Bats Ice Golem 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.

Barbarians Ice Golem 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Electro Spirit Bats Zap Ice Golem The Log Barbarians Witch Mega Knight

Shortest cycle

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

7 Electro Spirit Bats Zap Ice Golem

Attack Synergies 2 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.

Electro Spirit
Zap
Bats
Ice Golem Mega Knight Zap
Zap
Electro Spirit Bats Ice Golem Witch The Log Mega Knight
Barbarians
Ice Golem
Bats Zap Witch
Witch
Zap Ice Golem Mega Knight
The Log
Zap Mega Knight
Mega Knight
Bats Zap Witch The Log

Defense Synergies 1 16

Electro Spirit
Zap The Log
Bats
Zap Ice Golem The Log Mega Knight
Zap
Mega Knight Electro Spirit Bats Barbarians Ice Golem Witch The Log
Barbarians
Zap
Ice Golem
Bats Zap Witch The Log Mega Knight
Witch
Zap Ice Golem The Log Mega Knight
The Log
Electro Spirit Bats Zap Ice Golem Witch Mega Knight
Mega Knight
Zap Bats Ice Golem Witch 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.

Zap Ice Golem The Log
Barbarians Bats Zap Witch The Log Mega Knight
Barbarians Witch Mega Knight Bats
Barbarians Witch Bats Mega Knight
Barbarians The Log Mega Knight
The Log Electro Spirit Bats Zap Mega Knight
Bats Electro Spirit Zap Witch
Electro Spirit Zap Barbarians Ice Golem The Log Mega Knight
Barbarians Witch
Barbarians Ice Golem Mega Knight
Bats Barbarians Witch Electro Spirit Zap Ice Golem The Log Mega Knight
Bats Zap Witch
Barbarians Mega Knight Bats Zap Witch The Log
Mega Knight Electro Spirit Bats Zap Barbarians Witch The Log
Barbarians Mega Knight
Barbarians Zap The Log Mega Knight
Barbarians Mega Knight Bats Witch
Mega Knight Electro Spirit Bats Zap Barbarians Witch The Log
Zap Witch The Log Electro Spirit Bats Barbarians Ice Golem Mega Knight
Barbarians
Mega Knight Electro Spirit Bats Barbarians Witch The Log

Counters to secondary win conditions

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

Barbarians Mega Knight Zap Ice Golem Witch
Zap Ice Golem The Log Mega Knight
Barbarians Mega Knight Bats Zap Ice Golem Witch The Log
Mega Knight Bats Zap Barbarians Ice Golem The Log
Barbarians Witch Mega Knight
Electro Spirit Bats Zap Ice Golem Witch
Bats Barbarians Ice Golem Witch
Mega Knight Barbarians
Zap Mega Knight Electro Spirit Bats Barbarians Ice Golem Witch The Log
Witch Barbarians
Mega Knight Bats Barbarians Witch
Mega Knight Zap Barbarians The Log
Barbarians Mega Knight Ice Golem Witch
Barbarians Witch Mega Knight
Barbarians Witch Electro Spirit Bats Zap Ice Golem The Log
Bats Mega Knight Electro Spirit Zap Barbarians Ice Golem Witch The Log
Electro Spirit 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.)

Ice Golem The Log
Zap The Log
The Log
Barbarians Ice Golem The Log
Zap The Log Mega Knight
Electro Spirit Bats Zap Ice Golem Witch
Witch The Log
The Log Zap Ice Golem
The Log Zap
Bats
Zap The Log
Zap
Ice Golem The Log
Zap Ice Golem The Log
Zap Witch The Log
The Log Mega Knight
Bats
Zap The Log Mega Knight
Zap Witch The Log Mega Knight
The Log Mega Knight
The Log
Zap Barbarians The Log
Zap Ice Golem The Log Electro Spirit Witch Mega Knight
Witch
The Log Zap Witch
Zap Witch The Log Mega Knight
Zap The Log
Bats Zap Ice Golem Witch
Zap Electro Spirit Bats Witch
Zap The Log Mega Knight
Zap Electro Spirit
Mega Knight
The Log
Zap Electro Spirit Bats Barbarians Witch
Zap Witch
The Log
Mega Knight
The Log Zap Ice Golem
Zap
Mega Knight
Zap Electro Spirit Bats Witch The Log
Bats Zap Witch
Zap Witch The Log Mega Knight
Mega Knight

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