My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
Good

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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.

Skeletons Bats Knight Wizard Giant Skeleton

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Knight Giant Skeleton

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 Goblin Barrel Giant Skeleton

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 Goblin Barrel Giant Skeleton
Giant Snowball
Skeletons Bats Goblin Barrel
Zap
Skeletons Bats Goblin Barrel
Barbarian Barrel
Skeletons Electro Spirit Knight Wizard Goblin Barrel Giant Skeleton
The Log
Skeletons Electro Spirit Goblin Barrel Giant Skeleton
Earthquake
Skeletons Goblin Barrel
Arrows
Skeletons Electro Spirit Bats Goblin Barrel
Royal Delivery
Skeletons Electro Spirit Bats Knight Wizard Goblin Barrel Giant Skeleton
Fireball
Wizard Goblin Barrel
Poison
Bats Wizard
Lightning
Knight Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Wizard The Log

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.

Electro Spirit Bats Knight Giant Skeleton

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.

Goblin Barrel

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 Goblin Barrel

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.

Skeletons Electro Spirit Bats The Log Knight Goblin Barrel Wizard Giant Skeleton

Shortest cycle

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

6 Skeletons Electro Spirit Bats The Log

Attack Synergies 3 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
Electro Spirit
Giant Skeleton
Bats
Knight Giant Skeleton Goblin Barrel
Knight
Bats Goblin Barrel Wizard The Log
Wizard
Knight Giant Skeleton
Goblin Barrel
Knight Bats Giant Skeleton
Giant Skeleton
Bats Electro Spirit Wizard Goblin Barrel The Log
The Log
Knight Giant Skeleton

Defense Synergies 1 14

Skeletons
Electro Spirit Bats Knight Wizard Giant Skeleton The Log
Electro Spirit
Skeletons The Log
Bats
Knight Skeletons Giant Skeleton The Log
Knight
Bats Skeletons Wizard The Log
Wizard
Skeletons Knight Giant Skeleton The Log
Goblin Barrel
Giant Skeleton
Skeletons Bats Wizard The Log
The Log
Skeletons Electro Spirit Bats Knight Wizard Giant Skeleton

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.

Knight Wizard The Log
Skeletons Bats Knight The Log
Skeletons Bats Knight Giant Skeleton
Skeletons Bats Knight
Giant Skeleton The Log
The Log Skeletons Electro Spirit Bats
Bats Electro Spirit Wizard
Electro Spirit Giant Skeleton The Log
Skeletons
Knight Skeletons Giant Skeleton
Bats Skeletons Electro Spirit Knight Wizard Giant Skeleton The Log
Bats Wizard
Skeletons Bats Knight Wizard Giant Skeleton The Log
Wizard Electro Spirit Bats The Log
Knight
The Log
Wizard Skeletons Bats Knight
Electro Spirit Bats Knight Wizard The Log
Wizard The Log Electro Spirit Bats Knight Giant Skeleton
Wizard Electro Spirit Bats Knight Giant Skeleton The Log

Counters to secondary win conditions

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

Knight Skeletons Giant Skeleton
Knight Wizard The Log
Giant Skeleton Skeletons Bats Knight The Log
Giant Skeleton Bats Knight The Log
Giant Skeleton Skeletons Knight
Wizard Skeletons Electro Spirit Bats
Skeletons Bats Knight Giant Skeleton
Giant Skeleton Knight
Giant Skeleton Skeletons Electro Spirit Bats Knight The Log
Skeletons
Bats Knight Giant Skeleton
Giant Skeleton The Log
Giant Skeleton Skeletons Knight Wizard
Wizard
Skeletons Electro Spirit Bats Knight Giant Skeleton The Log
Bats Electro Spirit Wizard Giant Skeleton The Log
Electro Spirit

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.)

Knight Giant Skeleton The Log
The Log
Giant Skeleton The Log
Knight Giant Skeleton The Log
Wizard The Log
Wizard Electro Spirit Bats
Wizard The Log
The Log Wizard
The Log Wizard
Bats
Knight Wizard The Log
Wizard
Knight The Log
The Log
Wizard The Log
Wizard The Log
Bats
Wizard The Log
Wizard The Log
Giant Skeleton The Log
Wizard
The Log
The Log
The Log Electro Spirit Wizard
The Log Wizard
Wizard The Log
The Log
Bats Wizard
Electro Spirit Bats Wizard
Wizard The Log
Electro Spirit
Giant Skeleton
Wizard The Log
Electro Spirit Bats
Wizard
The Log
Knight Wizard
The Log Wizard
Giant Skeleton
Electro Spirit Bats Giant Skeleton The Log
Bats
Giant Skeleton The Log
Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: