My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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 Minion Horde

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 Bandit Lumberjack 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.

Elite Barbarians Bandit 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.

Minion Horde Elite Barbarians Bandit 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.

Elite Barbarians Bandit 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 Minion Horde Elite Barbarians Skeleton Army Bandit
Giant Snowball
Bats Minion Horde Skeleton Army Lumberjack
Zap
Bats Minion Horde Skeleton Army Bandit
Barbarian Barrel
Elite Barbarians Skeleton Army Bandit Lumberjack
The Log
Elite Barbarians Skeleton Army Bandit Lumberjack
Earthquake
Skeleton Army
Arrows
Bats Minion Horde Skeleton Army
Royal Delivery
Bats Minion Horde Elite Barbarians Skeleton Army Bandit Lumberjack
Fireball
Minion Horde Elite Barbarians Skeleton Army Bandit Lumberjack
Poison
Bats Minion Horde Skeleton Army
Lightning
Elite Barbarians Bandit Lumberjack
Rocket
Minion Horde Elite Barbarians

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 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.

Elite Barbarians 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.

Minion Horde

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 Bandit Lumberjack Minion Horde Elite Barbarians Mega Knight

Shortest cycle

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

10 Bats The Log Skeleton Army Bandit

Attack Synergies 2 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 Elite Barbarians Bandit Lumberjack
Minion Horde
Mega Knight Lumberjack
Elite Barbarians
Bats The Log Bandit Lumberjack Mega Knight
Skeleton Army
The Log
Elite Barbarians Bandit Lumberjack Mega Knight
Bandit
Bats Elite Barbarians The Log Lumberjack Mega Knight
Lumberjack
Bats Minion Horde Elite Barbarians The Log Bandit Mega Knight
Mega Knight
Bats Minion Horde Elite Barbarians The Log Bandit Lumberjack

Defense Synergies 0 15

Bats
The Log Bandit Lumberjack Mega Knight
Minion Horde
The Log
Elite Barbarians
The Log Mega Knight
Skeleton Army
The Log Bandit Lumberjack
The Log
Bats Minion Horde Elite Barbarians Skeleton Army Bandit Lumberjack Mega Knight
Bandit
Bats Skeleton Army The Log Lumberjack Mega Knight
Lumberjack
Bats Skeleton Army The Log Bandit
Mega Knight
Bats Elite Barbarians The Log Bandit

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.

Minion Horde The Log
Minion Horde Elite Barbarians Skeleton Army Lumberjack Bats The Log Bandit Mega Knight
Minion Horde Skeleton Army Lumberjack Mega Knight Bats Elite Barbarians Bandit
Minion Horde Elite Barbarians Skeleton Army Lumberjack Bats Bandit Mega Knight
Elite Barbarians Skeleton Army The Log Lumberjack Mega Knight
Skeleton Army The Log Bats Bandit Lumberjack Mega Knight
Bats Minion Horde
The Log Bandit Mega Knight
Minion Horde Elite Barbarians Skeleton Army Lumberjack
Elite Barbarians Skeleton Army Minion Horde Bandit Lumberjack Mega Knight
Bats Minion Horde Skeleton Army The Log Bandit Lumberjack Mega Knight
Minion Horde Bats
Minion Horde Skeleton Army Lumberjack Mega Knight Bats Elite Barbarians The Log Bandit
Skeleton Army Mega Knight Bats Minion Horde The Log Lumberjack
Elite Barbarians Skeleton Army Minion Horde Bandit Lumberjack Mega Knight
Minion Horde Skeleton Army Elite Barbarians The Log Bandit Lumberjack Mega Knight
Minion Horde Mega Knight Bats Elite Barbarians Skeleton Army Lumberjack
Mega Knight Bats Minion Horde Elite Barbarians Skeleton Army The Log Bandit Lumberjack
The Log Bats Bandit Lumberjack Mega Knight
Elite Barbarians Lumberjack
Skeleton Army Mega Knight Bats Minion Horde Elite Barbarians The Log Bandit Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Mega Knight Elite Barbarians Bandit
Bandit Elite Barbarians The Log Lumberjack Mega Knight
Skeleton Army Bandit Lumberjack Mega Knight Bats Minion Horde Elite Barbarians The Log
Skeleton Army Lumberjack Mega Knight Bats Minion Horde Elite Barbarians The Log Bandit
Minion Horde Elite Barbarians Skeleton Army Bandit Lumberjack Mega Knight
Bats Minion Horde
Skeleton Army Bats Minion Horde Elite Barbarians Bandit Lumberjack
Mega Knight Minion Horde Elite Barbarians Skeleton Army Lumberjack
Minion Horde Mega Knight Bats Elite Barbarians Skeleton Army The Log Bandit
Minion Horde Skeleton Army
Mega Knight Bats Minion Horde Elite Barbarians Lumberjack
Skeleton Army Mega Knight Elite Barbarians The Log
Elite Barbarians Skeleton Army Mega Knight Minion Horde Bandit Lumberjack
Minion Horde Skeleton Army Mega Knight
Elite Barbarians Skeleton Army Bats Minion Horde The Log Lumberjack
Bats Mega Knight Minion Horde Elite Barbarians 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.)

Minion Horde The Log Bandit
The Log Bandit
Minion Horde The Log Bandit
The Log
Minion Horde The Log Mega Knight
Bats Minion Horde
Minion Horde The Log
The Log
The Log Bandit
Bats Minion Horde Elite Barbarians Lumberjack
Minion Horde The Log Bandit
Elite Barbarians The Log Bandit
Minion Horde Bandit
Elite Barbarians The Log
Minion Horde The Log Bandit
Minion Horde The Log Bandit Mega Knight
Bats Minion Horde
The Log Bandit Mega Knight
The Log Mega Knight
Minion Horde The Log Mega Knight
The Log
Minion Horde The Log
The Log Mega Knight
Minion Horde
The Log Bandit
The Log Bandit Mega Knight
The Log Bandit
Elite Barbarians Bats Minion Horde
Bats Minion Horde
Minion Horde Elite Barbarians
Minion Horde The Log Bandit Mega Knight
Minion Horde
Minion Horde Mega Knight
The Log
Minion Horde Bats Skeleton Army Bandit
The Log
Minion Horde Lumberjack Mega Knight
The Log
Minion Horde Elite Barbarians Mega Knight
Bats Minion Horde Elite Barbarians The Log
Bats
The Log Bandit Mega Knight
Mega Knight

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