My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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 Electro 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 Prince Giant Skeleton Electro Wizard 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.

The Log

Punishments

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

Prince 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.

Barbarians Prince Giant Skeleton 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.

Giant Skeleton Electro Wizard

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 Skeleton Army Prince Giant Skeleton
Giant Snowball
Bats Barbarians Skeleton Army
Zap
Bats Skeleton Army Prince
Barbarian Barrel
Barbarians Skeleton Army Giant Skeleton Electro Wizard
The Log
Barbarians Skeleton Army Prince Giant Skeleton
Earthquake
Barbarians Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Barbarians Skeleton Army Prince Giant Skeleton Electro Wizard
Fireball
Barbarians Skeleton Army Electro Wizard
Poison
Bats Barbarians Skeleton Army Electro Wizard
Lightning
Prince Electro Wizard
Rocket
Barbarians Prince

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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.

Bats Skeleton Army Prince Giant Skeleton Mega Knight

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.

Skeleton Army

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 Electro 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 Skeleton Army Electro Wizard Barbarians Prince Giant Skeleton Mega Knight

Shortest cycle

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

11 Bats The Log Skeleton Army Electro Wizard

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.

Bats
Giant Skeleton Mega Knight Prince
Barbarians
Skeleton Army
Prince
Mega Knight Bats The Log Electro Wizard
Giant Skeleton
Bats The Log Electro Wizard
The Log
Prince Giant Skeleton Mega Knight
Electro Wizard
Prince Giant Skeleton Mega Knight
Mega Knight
Bats Prince The Log Electro Wizard

Defense Synergies 1 16

Bats
Prince Giant Skeleton The Log Electro Wizard Mega Knight
Barbarians
Skeleton Army
Skeleton Army
Barbarians Prince Giant Skeleton The Log Electro Wizard
Prince
The Log Bats Skeleton Army Electro Wizard
Giant Skeleton
Bats Skeleton Army The Log Electro Wizard
The Log
Prince Bats Skeleton Army Giant Skeleton Electro Wizard Mega Knight
Electro Wizard
Bats Skeleton Army Prince Giant Skeleton The Log Mega Knight
Mega Knight
Bats The Log Electro Wizard

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.

The Log Electro Wizard
Barbarians Skeleton Army Bats Prince The Log Electro Wizard Mega Knight
Barbarians Skeleton Army Prince Mega Knight Bats Giant Skeleton Electro Wizard
Barbarians Skeleton Army Prince Bats Electro Wizard Mega Knight
Barbarians Skeleton Army Prince Giant Skeleton The Log Mega Knight
Skeleton Army The Log Bats Electro Wizard Mega Knight
Bats Electro Wizard
Barbarians Giant Skeleton The Log Electro Wizard Mega Knight
Barbarians Skeleton Army Prince
Skeleton Army Barbarians Prince Giant Skeleton Electro Wizard Mega Knight
Bats Barbarians Skeleton Army Electro Wizard Giant Skeleton The Log Mega Knight
Bats Electro Wizard
Barbarians Skeleton Army Prince Mega Knight Bats Giant Skeleton The Log Electro Wizard
Skeleton Army Mega Knight Bats Barbarians Prince The Log Electro Wizard
Barbarians Skeleton Army Prince Electro Wizard Mega Knight
Barbarians Skeleton Army Prince The Log Electro Wizard Mega Knight
Barbarians Mega Knight Bats Skeleton Army Prince Electro Wizard
Mega Knight Bats Barbarians Skeleton Army Prince The Log Electro Wizard
The Log Bats Barbarians Giant Skeleton Electro Wizard Mega Knight
Barbarians Prince Electro Wizard
Skeleton Army Mega Knight Bats Barbarians Prince Giant Skeleton The Log Electro Wizard

Counters to secondary win conditions

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

Barbarians Skeleton Army Mega Knight Prince Giant Skeleton Electro Wizard
Electro Wizard Prince The Log Mega Knight
Barbarians Skeleton Army Giant Skeleton Mega Knight Bats Prince The Log Electro Wizard
Skeleton Army Prince Giant Skeleton Mega Knight Bats Barbarians The Log Electro Wizard
Barbarians Giant Skeleton Skeleton Army Prince Mega Knight
Bats Electro Wizard
Skeleton Army Prince Bats Barbarians Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight Barbarians Skeleton Army Prince
Giant Skeleton Electro Wizard Mega Knight Bats Barbarians Skeleton Army Prince The Log
Barbarians Skeleton Army
Mega Knight Bats Barbarians Prince Giant Skeleton
Skeleton Army Mega Knight Barbarians Prince Giant Skeleton The Log Electro Wizard
Barbarians Skeleton Army Prince Giant Skeleton Mega Knight
Barbarians Skeleton Army Mega Knight
Barbarians Skeleton Army Electro Wizard Bats Prince Giant Skeleton The Log
Bats Mega Knight Barbarians Giant Skeleton The Log Electro Wizard
Electro Wizard

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.)

Giant Skeleton The Log
The Log Electro Wizard
Giant Skeleton The Log
Barbarians Prince Giant Skeleton The Log
The Log Mega Knight
Bats
The Log
The Log
The Log
Bats Prince Electro Wizard
Prince The Log Electro Wizard
The Log
Prince The Log
The Log
The Log Mega Knight
Bats
Prince The Log Electro Wizard Mega Knight
The Log Mega Knight
Prince Giant Skeleton The Log Mega Knight
Prince The Log
Barbarians The Log
The Log Mega Knight
The Log Electro Wizard
Prince The Log Mega Knight
The Log
Bats Electro Wizard
Electro Wizard Bats
The Log Mega Knight
Electro Wizard
Prince Giant Skeleton Mega Knight
The Log
Electro Wizard Bats Barbarians Skeleton Army Prince
Electro Wizard
The Log
Prince Electro Wizard Mega Knight
The Log
Giant Skeleton
Prince Mega Knight
Bats Giant Skeleton The Log Electro Wizard
Bats Electro Wizard
Prince Giant Skeleton The Log Electro Wizard Mega Knight
Prince
Mega Knight

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