My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

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

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 Knight Royal Giant Wizard Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball The Log

Punishments

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

Royal Giant Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Royal Giant 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.

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 Royal Giant
Giant Snowball
Bats
Zap
Bats Royal Giant
Barbarian Barrel
Knight Wizard Electro Wizard
The Log
Royal Giant
Earthquake
Arrows
Bats
Royal Delivery
Bats Knight Wizard Electro Wizard
Fireball
Wizard Electro Wizard
Poison
Bats Wizard Electro Wizard
Lightning
Knight Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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 Knight 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.

Royal Giant Fireball

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.

Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Knight Fireball Electro Wizard Wizard Royal Giant Mega Knight

Shortest cycle

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

11 Bats The Log Knight Fireball

Attack Synergies 4 13

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 Royal Giant Mega Knight
Knight
Bats Fireball Wizard The Log Electro Wizard
Royal Giant
Bats Fireball Wizard The Log Electro Wizard
Fireball
Royal Giant Knight The Log Electro Wizard Mega Knight
Wizard
Knight Royal Giant Mega Knight
The Log
Knight Royal Giant Fireball Mega Knight
Electro Wizard
Knight Royal Giant Fireball Mega Knight
Mega Knight
Bats Fireball Wizard The Log Electro Wizard

Defense Synergies 3 14

Bats
Knight The Log Electro Wizard Mega Knight
Knight
Bats Electro Wizard Fireball Wizard The Log
Royal Giant
Fireball
The Log Knight Electro Wizard Mega Knight
Wizard
Knight The Log Electro Wizard Mega Knight
The Log
Fireball Bats Knight Wizard Electro Wizard Mega Knight
Electro Wizard
Knight Bats Fireball Wizard The Log Mega Knight
Mega Knight
Bats Fireball Wizard 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.

Knight Fireball Wizard The Log Electro Wizard
Bats Knight The Log Electro Wizard Mega Knight
Mega Knight Bats Knight Electro Wizard
Bats Knight Electro Wizard Mega Knight
Fireball The Log Mega Knight
Fireball The Log Bats Electro Wizard Mega Knight
Bats Electro Wizard Fireball Wizard
Fireball The Log Electro Wizard Mega Knight
Knight Electro Wizard Mega Knight
Bats Electro Wizard Knight Fireball Wizard The Log Mega Knight
Bats Fireball Wizard Electro Wizard
Mega Knight Bats Knight Fireball Wizard The Log Electro Wizard
Fireball Wizard Mega Knight Bats The Log Electro Wizard
Knight Electro Wizard Mega Knight
Fireball The Log Electro Wizard Mega Knight
Wizard Mega Knight Bats Knight Fireball Electro Wizard
Fireball Mega Knight Bats Knight Wizard The Log Electro Wizard
Wizard The Log Bats Knight Fireball Electro Wizard Mega Knight
Electro Wizard
Wizard Mega Knight Bats Knight Fireball The Log Electro Wizard

Counters to secondary win conditions

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

Knight Mega Knight Fireball Electro Wizard
Fireball Electro Wizard Knight Wizard The Log Mega Knight
Mega Knight Bats Knight The Log Electro Wizard
Mega Knight Bats Knight Fireball The Log Electro Wizard
Knight Mega Knight
Fireball Wizard Bats Electro Wizard
Bats Knight Fireball Electro Wizard
Mega Knight Knight
Electro Wizard Mega Knight Bats Knight Fireball The Log
Mega Knight Bats Knight
Mega Knight Fireball The Log Electro Wizard
Mega Knight Knight Fireball Wizard
Wizard Fireball Mega Knight
Electro Wizard Bats Knight Fireball The Log
Bats Mega Knight Fireball Wizard The Log Electro Wizard
Fireball 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.)

Fireball Knight The Log
Fireball The Log Electro Wizard
Fireball The Log
Knight Fireball The Log
Fireball Wizard The Log Mega Knight
Fireball Wizard Bats
Wizard The Log
Fireball The Log Wizard
Fireball The Log Wizard
Bats Fireball Electro Wizard
Knight Fireball Wizard The Log Electro Wizard
Fireball Wizard
Knight Fireball The Log
Fireball
Fireball The Log
Fireball Wizard The Log
Fireball Wizard The Log Mega Knight
Fireball
Bats
Fireball Wizard The Log Electro Wizard Mega Knight
Fireball Wizard The Log Mega Knight
Fireball The Log Mega Knight
Fireball Wizard
The Log
Fireball The Log
The Log Fireball Wizard Mega Knight
Fireball The Log Wizard Electro Wizard
Fireball Wizard The Log Mega Knight
Fireball The Log
Bats Fireball Wizard Electro Wizard
Electro Wizard Bats Fireball Wizard
Fireball
Fireball Wizard The Log Mega Knight
Fireball Electro Wizard
Mega Knight
Fireball Wizard The Log
Electro Wizard Bats Fireball
Fireball Wizard Electro Wizard
The Log Fireball
Fireball Knight Wizard Electro Wizard Mega Knight
The Log Fireball Wizard
Fireball
Mega Knight
Bats Fireball The Log Electro Wizard
Bats Fireball Electro Wizard
Fireball The Log Electro Wizard Mega Knight
Fireball Wizard Mega Knight

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