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 Magic Archer

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 Magic Archer Mega Knight Monk

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.

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.

Magic Archer 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.

Magic Archer Monk

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
Zap
Bats Guards
Barbarian Barrel
Wizard Guards Magic Archer
The Log
Guards
Earthquake
Guards
Arrows
Bats Guards
Royal Delivery
Bats Wizard Guards Magic Archer
Fireball
Wizard Magic Archer
Poison
Bats Wizard Guards Magic Archer
Lightning
Wizard Magic Archer Monk
Rocket
Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard The Log Magic Archer 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 Magic Archer Wizard Monk Mega Knight

Shortest cycle

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

10 Bats The Log Arrows Guards

Attack Synergies 1 6

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
Arrows
Mega Knight
Wizard
Mega Knight
Guards
The Log
The Log
Guards Magic Archer Mega Knight
Magic Archer
The Log Mega Knight
Mega Knight
Bats Arrows Wizard The Log Magic Archer
Monk

Defense Synergies 1 11

Bats
The Log Mega Knight
Arrows
Mega Knight Monk
Wizard
Guards The Log Mega Knight
Guards
Wizard The Log Magic Archer
The Log
Bats Wizard Guards Magic Archer Mega Knight
Magic Archer
Guards The Log Mega Knight
Mega Knight
Arrows Bats Wizard The Log Magic Archer
Monk
Arrows

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 Magic Archer
Bats The Log Mega Knight Monk
Mega Knight Bats
Bats Guards Mega Knight Monk
Arrows The Log Mega Knight Monk
Arrows The Log Bats Guards Magic Archer Mega Knight
Bats Arrows Wizard Magic Archer
Arrows The Log Magic Archer Mega Knight Monk
Guards Mega Knight
Bats Guards Arrows Wizard The Log Magic Archer Mega Knight
Arrows Bats Wizard Magic Archer
Mega Knight Bats Wizard Guards The Log
Wizard Mega Knight Bats Arrows Guards The Log Magic Archer
Mega Knight
Monk The Log Mega Knight
Wizard Mega Knight Bats Arrows
Arrows Mega Knight Bats Wizard Guards The Log Magic Archer
Arrows Wizard The Log Bats Guards Magic Archer Mega Knight
Wizard Mega Knight Bats Arrows Guards The Log

Counters to secondary win conditions

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

Guards Mega Knight
Arrows Wizard The Log Magic Archer Mega Knight Monk
Guards Mega Knight Bats The Log
Guards Mega Knight Bats The Log Monk
Guards Mega Knight
Arrows Wizard Bats Magic Archer Monk
Guards Bats
Mega Knight
Mega Knight Bats The Log Magic Archer Monk
Guards
Mega Knight Bats Guards
Mega Knight Monk Arrows Guards The Log
Mega Knight Wizard Guards
Wizard Magic Archer Mega Knight
Guards Bats The Log Magic Archer Monk
Bats Arrows Mega Knight Wizard The Log Magic Archer
Arrows

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.)

Magic Archer Arrows Guards The Log Monk
Arrows Monk The Log Magic Archer
Arrows The Log Magic Archer
Arrows Guards The Log
Wizard Arrows The Log Magic Archer Mega Knight
Arrows Wizard Bats Magic Archer Monk
Arrows Wizard The Log Magic Archer
Arrows The Log Wizard Magic Archer
Arrows The Log Monk Wizard
Bats Guards
Monk Arrows Wizard The Log Magic Archer
Monk Arrows Wizard Magic Archer
The Log Magic Archer
Arrows Magic Archer Monk
Arrows The Log Magic Archer
Arrows Wizard The Log Magic Archer
Magic Archer Arrows Wizard The Log Mega Knight
Monk Arrows
Bats
Arrows Wizard The Log Magic Archer Mega Knight Monk
Arrows Wizard The Log Magic Archer Mega Knight Monk
The Log Magic Archer Mega Knight Monk
Arrows Wizard
The Log Monk
Arrows The Log Monk
Arrows The Log Wizard Magic Archer Mega Knight
Arrows The Log Wizard Magic Archer Monk
Arrows Wizard The Log Magic Archer Mega Knight Monk
Arrows The Log Magic Archer
Bats Arrows Wizard Magic Archer
Bats Wizard Guards
Arrows Wizard The Log Magic Archer Mega Knight
Arrows Magic Archer Monk
Mega Knight
Arrows Wizard The Log Magic Archer Monk
Bats Guards Magic Archer
Arrows Wizard Magic Archer Monk
Arrows The Log
Wizard Magic Archer Mega Knight
Arrows The Log Wizard Magic Archer
Monk Arrows
Mega Knight
Bats Guards The Log Magic Archer
Bats Magic Archer
The Log Magic Archer Mega Knight Monk
Wizard Mega Knight Monk

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