My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Great!
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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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.

Bats Royal Giant Royal Recruits Wizard Goblinstein

Offensive cards

Win conditions

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

Royal Giant Wall Breakers

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.

Royal Giant Royal Recruits Wall Breakers

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.

Barbarians Royal Giant Royal Recruits Wall Breakers

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 Royal Giant Royal Recruits Wall Breakers
Giant Snowball
Bats Barbarians Royal Recruits Wall Breakers
Zap
Bats Royal Giant Wall Breakers
Barbarian Barrel
Barbarians Royal Recruits Wizard Wall Breakers
The Log
Barbarians Royal Giant Royal Recruits Wall Breakers
Earthquake
Barbarians
Arrows
Bats Royal Recruits Wall Breakers
Royal Delivery
Bats Barbarians Royal Recruits Wizard Wall Breakers
Fireball
Barbarians Wizard Wall Breakers
Poison
Bats Barbarians Royal Recruits Wizard
Lightning
Wizard Goblinstein
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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.

Bats Royal Recruits

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.

Royal Giant

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Wall Breakers The Log Barbarians Wizard Goblinstein Royal Giant Royal Recruits

Shortest cycle

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

11 Bats Wall Breakers The Log Barbarians

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
Royal Giant Royal Recruits Wall Breakers
Barbarians
Royal Giant
Bats Wizard The Log
Royal Recruits
Bats Wall Breakers
Wizard
Royal Giant
Wall Breakers
Bats Royal Recruits The Log
The Log
Royal Giant Wall Breakers
Goblinstein

Defense Synergies 0 4

Bats
Royal Recruits The Log
Barbarians
Royal Giant
Royal Recruits
Bats The Log
Wizard
The Log
Wall Breakers
The Log
Bats Royal Recruits Wizard
Goblinstein

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.

Royal Recruits Wizard The Log
Barbarians Bats Royal Recruits The Log
Barbarians Bats Royal Recruits
Barbarians Royal Recruits Bats
Barbarians Royal Recruits The Log
The Log Bats
Bats Wizard
Barbarians Royal Recruits The Log
Barbarians Royal Recruits
Barbarians Royal Recruits
Bats Barbarians Royal Recruits Wizard The Log
Bats Wizard
Barbarians Royal Recruits Bats Wizard The Log
Wizard Bats Barbarians Royal Recruits The Log
Barbarians Royal Recruits
Barbarians Royal Recruits The Log
Barbarians Wizard Bats Royal Recruits
Bats Barbarians Royal Recruits Wizard The Log
Wizard The Log Bats Barbarians Royal Recruits
Barbarians Royal Recruits
Royal Recruits Wizard Bats Barbarians The Log

Counters to secondary win conditions

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

Barbarians Royal Recruits
Wizard The Log
Barbarians Royal Recruits Bats The Log
Royal Recruits Bats Barbarians The Log
Barbarians Royal Recruits
Wizard Bats
Royal Recruits Bats Barbarians
Barbarians Royal Recruits
Royal Recruits Bats Barbarians The Log
Royal Recruits Barbarians
Bats Barbarians Royal Recruits
Royal Recruits Barbarians The Log
Barbarians Royal Recruits Wizard
Royal Recruits Wizard Barbarians
Barbarians Royal Recruits Bats The Log
Bats Barbarians Royal Recruits 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.)

Royal Recruits The Log
The Log
The Log
Barbarians Royal Recruits The Log
Wizard The Log
Wizard Bats
Wizard The Log
The Log Wizard
The Log Wizard
Bats
Royal Recruits Wizard The Log
Wizard
The Log
The Log
Wizard The Log
Royal Recruits Wizard The Log
Bats
Wizard The Log
Wizard The Log
The Log
Wizard
The Log
Barbarians Royal Recruits The Log
The Log Wizard
The Log Wizard
Wizard The Log
The Log
Bats Wizard
Bats Wizard
Wizard The Log
Wizard The Log
Bats Barbarians Royal Recruits
Wizard
The Log
Wizard
The Log Wizard
Royal Recruits
Bats Royal Recruits The Log
Bats
Royal Recruits The Log
Wizard

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