My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Mediocre
Versatility
Mediocre
F2P score
Bad

1 problems 1 warnings Why?

Deck tips

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

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 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 Electro Wizard

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 Knight Electro Wizard

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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.

Goblin Barrel 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 Goblin Barrel Skeleton Army
Giant Snowball
Bats Goblin Barrel Skeleton Army
Zap
Bats Goblin Barrel Skeleton Army
Barbarian Barrel
Knight Bomb Tower Goblin Barrel Skeleton Army Electro Wizard
The Log
Goblin Barrel Skeleton Army
Earthquake
Bomb Tower Goblin Barrel Skeleton Army
Arrows
Bats Goblin Barrel Skeleton Army
Royal Delivery
Bats Knight Goblin Barrel Skeleton Army Electro Wizard
Fireball
Bomb Tower Goblin Barrel Skeleton Army Electro Wizard
Poison
Bats Bomb Tower Skeleton Army Electro Wizard
Lightning
Knight Bomb Tower Electro Wizard
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower The Log

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 Knight Skeleton Army

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.

Goblin Barrel 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.

Goblin Barrel 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats The Log Knight Goblin Barrel Skeleton Army Bomb Tower Electro Wizard

Shortest cycle

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

7 Mirror Bats The Log Knight

Attack Synergies 4 5

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
Knight Goblin Barrel
Knight
Bats Goblin Barrel The Log Electro Wizard
Bomb Tower
Mirror
Goblin Barrel The Log Skeleton Army
Goblin Barrel
Knight Mirror Bats Skeleton Army
Skeleton Army
Mirror Goblin Barrel
The Log
Mirror Knight
Electro Wizard
Knight

Defense Synergies 5 13

Bats
Knight Bomb Tower The Log Electro Wizard
Knight
Bats Bomb Tower Electro Wizard Skeleton Army The Log
Bomb Tower
Knight The Log Bats Mirror Skeleton Army Electro Wizard
Mirror
Skeleton Army Bomb Tower The Log Electro Wizard
Goblin Barrel
Skeleton Army
Mirror Knight Bomb Tower The Log Electro Wizard
The Log
Bomb Tower Bats Knight Mirror Skeleton Army Electro Wizard
Electro Wizard
Knight Bats Bomb Tower Mirror Skeleton Army The Log

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.

Knight The Log Electro Wizard
Bomb Tower Skeleton Army Bats Knight The Log Electro Wizard
Bomb Tower Skeleton Army Bats Knight Electro Wizard
Bomb Tower Skeleton Army Bats Knight Electro Wizard
Bomb Tower Skeleton Army The Log
Skeleton Army The Log Bats Bomb Tower Electro Wizard
Bats Electro Wizard Bomb Tower
Bomb Tower The Log Electro Wizard
Bomb Tower Skeleton Army
Knight Skeleton Army Electro Wizard
Bats Skeleton Army Electro Wizard Knight Bomb Tower The Log
Bats Electro Wizard
Bomb Tower Skeleton Army Bats Knight The Log Electro Wizard
Bomb Tower Skeleton Army Bats The Log Electro Wizard
Skeleton Army Knight Bomb Tower Electro Wizard
Bomb Tower Skeleton Army The Log Electro Wizard
Bomb Tower Bats Knight Skeleton Army Electro Wizard
Bomb Tower Bats Knight Skeleton Army The Log Electro Wizard
Bomb Tower The Log Bats Knight Electro Wizard
Bomb Tower Electro Wizard
Skeleton Army Bats Knight Bomb Tower The Log Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Electro Wizard
Electro Wizard Knight Bomb Tower The Log
Skeleton Army Bats Knight Bomb Tower The Log Electro Wizard
Skeleton Army Bats Knight The Log Electro Wizard
Knight Skeleton Army
Bats Bomb Tower Electro Wizard
Skeleton Army Bats Knight Bomb Tower Electro Wizard
Knight Bomb Tower Skeleton Army
Electro Wizard Bats Knight Bomb Tower Skeleton Army The Log
Skeleton Army
Bats Knight Bomb Tower
Skeleton Army The Log Electro Wizard
Skeleton Army Knight Bomb Tower
Bomb Tower Skeleton Army
Skeleton Army Electro Wizard Bats Knight Bomb Tower The Log
Bats Bomb Tower 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.)

Knight The Log
The Log Electro Wizard
The Log
Knight The Log
The Log
Bats
The Log
The Log
The Log
Bats Electro Wizard
Knight The Log Electro Wizard
Knight The Log
The Log
The Log
The Log
Bats
The Log Electro Wizard
The Log
The Log
The Log
The Log
The Log
The Log Electro Wizard
The Log
The Log
Bats Electro Wizard
Electro Wizard Bats
The Log
Electro Wizard
The Log
Electro Wizard Bats Skeleton Army
Electro Wizard
The Log
Knight Electro Wizard
The Log
Bats The Log Electro Wizard
Bats Electro Wizard
The Log Electro Wizard

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