My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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!

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 Lumberjack Mega Knight Little Prince

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.

Arrows The Log

Punishments

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

Lumberjack 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.

Lumberjack 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.

Lumberjack

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 Lumberjack Little Prince
Zap
Bats Guards Little Prince
Barbarian Barrel
Wizard Guards Lumberjack Little Prince
The Log
Guards Lumberjack Little Prince
Earthquake
Guards
Arrows
Bats Guards Little Prince
Royal Delivery
Bats Wizard Guards Lumberjack Little Prince
Fireball
Wizard Lumberjack Little Prince
Poison
Bats Wizard Guards Little Prince
Lightning
Wizard Lumberjack Little Prince
Rocket
Wizard Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard The Log 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 Arrows Guards 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.

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 Arrows Guards Little Prince Lumberjack Wizard Mega Knight

Shortest cycle

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

10 Bats The Log Arrows Guards

Attack Synergies 1 11

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 Lumberjack
Arrows
Lumberjack Mega Knight
Wizard
Lumberjack Mega Knight
Guards
The Log Lumberjack
The Log
Guards Lumberjack Mega Knight Little Prince
Lumberjack
Bats Arrows Wizard Guards The Log Mega Knight
Mega Knight
Bats Arrows Wizard The Log Lumberjack
Little Prince
The Log

Defense Synergies 1 15

Bats
The Log Lumberjack Mega Knight
Arrows
Mega Knight Lumberjack Little Prince
Wizard
Guards The Log Lumberjack Mega Knight
Guards
Wizard The Log Lumberjack
The Log
Bats Wizard Guards Lumberjack Mega Knight Little Prince
Lumberjack
Bats Arrows Wizard Guards The Log Little Prince
Mega Knight
Arrows Bats Wizard The Log
Little Prince
Arrows The Log Lumberjack

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
Lumberjack Bats The Log Mega Knight
Lumberjack Mega Knight Bats
Lumberjack Bats Guards Mega Knight
Arrows The Log Lumberjack Mega Knight
Arrows The Log Bats Guards Lumberjack Mega Knight
Bats Arrows Wizard Little Prince
Arrows The Log Mega Knight
Lumberjack
Guards Lumberjack Mega Knight Little Prince
Bats Guards Arrows Wizard The Log Lumberjack Mega Knight
Arrows Bats Wizard
Lumberjack Mega Knight Bats Wizard Guards The Log
Wizard Mega Knight Bats Arrows Guards The Log Lumberjack
Lumberjack Mega Knight
The Log Lumberjack Mega Knight
Wizard Mega Knight Bats Arrows Lumberjack
Arrows Mega Knight Bats Wizard Guards The Log Lumberjack Little Prince
Arrows Wizard The Log Bats Guards Lumberjack Mega Knight Little Prince
Lumberjack
Wizard Mega Knight Bats Arrows Guards The Log Lumberjack Little Prince

Counters to secondary win conditions

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

Guards Lumberjack Mega Knight
Arrows Wizard The Log Lumberjack Mega Knight
Guards Lumberjack Mega Knight Bats The Log
Guards Lumberjack Mega Knight Bats The Log
Guards Lumberjack Mega Knight
Arrows Wizard Bats
Guards Bats Lumberjack
Mega Knight Lumberjack
Mega Knight Bats The Log
Guards
Mega Knight Bats Guards Lumberjack
Mega Knight Arrows Guards The Log
Mega Knight Wizard Guards Lumberjack
Wizard Mega Knight
Guards Bats The Log Lumberjack Little Prince
Bats Arrows Mega Knight Wizard The Log

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.)

Arrows Guards The Log
Arrows The Log
Arrows The Log
Arrows Guards The Log
Wizard Arrows The Log Mega Knight
Arrows Wizard Bats
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard
Bats Guards Lumberjack
Arrows Wizard The Log
Arrows Wizard
The Log
Arrows
Arrows The Log
Arrows Wizard The Log
Arrows Wizard The Log Mega Knight
Arrows
Bats
Arrows Wizard The Log Mega Knight
Arrows Wizard The Log Mega Knight Little Prince
The Log Mega Knight
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Wizard Mega Knight Little Prince
Arrows The Log Wizard
Arrows Wizard The Log Mega Knight
Arrows The Log
Bats Arrows Wizard Little Prince
Bats Wizard Guards
Arrows Wizard The Log Mega Knight
Arrows
Mega Knight
Arrows Wizard The Log
Bats Guards
Arrows Wizard
Arrows The Log
Wizard Lumberjack Mega Knight
Arrows The Log Wizard
Arrows
Mega Knight
Bats Guards The Log
Bats
The Log Mega Knight Little Prince

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