My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Wizard Electro Wizard Ram Rider

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

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 Bandit Electro Wizard Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

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.

Bandit Ram Rider 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.

Bandit Ram Rider 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.

Bandit Electro Wizard Ram Rider

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 Bandit Ram Rider
Giant Snowball
Bats Ram Rider
Zap
Bats Bandit Ram Rider
Barbarian Barrel
Bomb Tower Wizard Bandit Electro Wizard
The Log
Bandit Ram Rider
Earthquake
Bomb Tower
Arrows
Bats
Royal Delivery
Bats Wizard Bandit Electro Wizard Ram Rider
Fireball
Bomb Tower Wizard Bandit Electro Wizard Ram Rider
Poison
Bats Bomb Tower Wizard Electro Wizard
Lightning
Bomb Tower Wizard Bandit Electro Wizard Ram Rider
Rocket
Bomb Tower Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower 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 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 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 Bandit Bomb Tower Electro Wizard Wizard Ram Rider Mega Knight

Shortest cycle

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

11 Bats The Log Bandit Bomb Tower

Attack Synergies 1 14

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 Bandit Ram Rider
Bomb Tower
Wizard
Bandit Ram Rider Mega Knight
The Log
Bandit Ram Rider Mega Knight
Bandit
Bats Wizard The Log Electro Wizard Ram Rider Mega Knight
Electro Wizard
Bandit Ram Rider Mega Knight
Ram Rider
Bats Wizard The Log Bandit Electro Wizard Mega Knight
Mega Knight
Bats Wizard The Log Bandit Electro Wizard Ram Rider

Defense Synergies 1 19

Bats
Bomb Tower The Log Bandit Electro Wizard Mega Knight
Bomb Tower
The Log Bats Electro Wizard
Wizard
The Log Bandit Electro Wizard Mega Knight
The Log
Bomb Tower Bats Wizard Bandit Electro Wizard Ram Rider Mega Knight
Bandit
Bats Wizard The Log Electro Wizard Ram Rider Mega Knight
Electro Wizard
Bats Bomb Tower Wizard The Log Bandit Ram Rider Mega Knight
Ram Rider
The Log Bandit Electro Wizard
Mega Knight
Bats Wizard The Log Bandit 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.

Wizard The Log Electro Wizard Ram Rider
Bomb Tower Bats The Log Bandit Electro Wizard Ram Rider Mega Knight
Bomb Tower Ram Rider Mega Knight Bats Bandit Electro Wizard
Bomb Tower Bats Bandit Electro Wizard Ram Rider Mega Knight
Bomb Tower The Log Mega Knight
The Log Bats Bomb Tower Bandit Electro Wizard Mega Knight
Bats Electro Wizard Ram Rider Bomb Tower Wizard
Bomb Tower The Log Bandit Electro Wizard Ram Rider Mega Knight
Bomb Tower
Bandit Electro Wizard Mega Knight
Bats Electro Wizard Bomb Tower Wizard The Log Bandit Ram Rider Mega Knight
Bats Wizard Electro Wizard Ram Rider
Bomb Tower Mega Knight Bats Wizard The Log Bandit Electro Wizard Ram Rider
Bomb Tower Wizard Mega Knight Bats The Log Electro Wizard
Bomb Tower Bandit Electro Wizard Ram Rider Mega Knight
Bomb Tower The Log Bandit Electro Wizard Ram Rider Mega Knight
Bomb Tower Wizard Mega Knight Bats Electro Wizard
Bomb Tower Mega Knight Bats Wizard The Log Bandit Electro Wizard Ram Rider
Bomb Tower Wizard The Log Bats Bandit Electro Wizard Ram Rider Mega Knight
Bomb Tower Electro Wizard Ram Rider
Wizard Mega Knight Bats Bomb Tower The Log Bandit Electro Wizard
Bomb Tower

Counters to secondary win conditions

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

Mega Knight Bandit Electro Wizard
Bandit Electro Wizard Bomb Tower Wizard The Log Mega Knight
Bandit Mega Knight Bats Bomb Tower The Log Electro Wizard Ram Rider
Mega Knight Bats The Log Bandit Electro Wizard Ram Rider
Bandit Ram Rider Mega Knight
Wizard Bats Bomb Tower Electro Wizard Ram Rider
Bats Bomb Tower Bandit Electro Wizard Ram Rider
Mega Knight Bomb Tower
Electro Wizard Mega Knight Bats Bomb Tower The Log Bandit
Mega Knight Bats Bomb Tower
Mega Knight The Log Electro Wizard
Mega Knight Bomb Tower Wizard Bandit Ram Rider
Wizard Bomb Tower Mega Knight
Electro Wizard Bats Bomb Tower The Log
Bats Mega Knight Bomb Tower Wizard The Log Electro Wizard
Bomb Tower 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.)

The Log Bandit
The Log Bandit Electro Wizard Ram Rider
The Log Bandit
The Log
Wizard The Log Mega Knight
Wizard Bats Ram Rider
Wizard The Log
The Log Wizard Ram Rider
The Log Wizard Bandit Ram Rider
Bats Electro Wizard
Wizard The Log Bandit Electro Wizard Ram Rider
Wizard
The Log Bandit
Bandit
The Log
Wizard The Log Bandit
Wizard The Log Bandit Mega Knight
Bats
Wizard The Log Bandit Electro Wizard Mega Knight
Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
The Log Wizard Mega Knight
The Log Wizard Bandit Electro Wizard Ram Rider
Wizard The Log Bandit Ram Rider Mega Knight
The Log Bandit
Bats Wizard Electro Wizard
Electro Wizard Bats Wizard
Wizard The Log Bandit Mega Knight
Electro Wizard
Mega Knight
Wizard The Log
Electro Wizard Bats Bandit
Wizard Electro Wizard Ram Rider
The Log
Wizard Electro Wizard Mega Knight
The Log Wizard
Mega Knight
Bats The Log Electro Wizard
Bats Electro Wizard
The Log Bandit Electro Wizard Mega Knight
Wizard Mega Knight

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