My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Witch 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 Witch Giant Skeleton Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Rage The Log

Punishments

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

Royal Hogs Lumberjack

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.

Royal Hogs Giant Skeleton Lumberjack

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.

Royal Hogs Giant Skeleton Electro Wizard 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 Royal Hogs Giant Skeleton
Giant Snowball
Bats Royal Hogs Witch Lumberjack
Zap
Bats Royal Hogs Witch
Barbarian Barrel
Royal Hogs Witch Giant Skeleton Electro Wizard Lumberjack
The Log
Royal Hogs Witch Giant Skeleton Lumberjack
Earthquake
Royal Hogs Witch
Arrows
Bats Royal Hogs Witch
Royal Delivery
Bats Royal Hogs Witch Giant Skeleton Electro Wizard Lumberjack
Fireball
Royal Hogs Witch Electro Wizard Lumberjack
Poison
Bats Royal Hogs Witch Electro Wizard
Lightning
Witch Electro Wizard Lumberjack
Rocket
Royal Hogs Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

The Log

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 Rage Giant Skeleton

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.

Witch 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 Rage The Log Electro Wizard Lumberjack Royal Hogs Witch Giant Skeleton

Shortest cycle

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

10 Bats Rage The Log Electro Wizard

Attack Synergies 2 15

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 Royal Hogs Rage Lumberjack
Royal Hogs
Bats The Log Electro Wizard Lumberjack
Rage
Witch Bats Giant Skeleton Electro Wizard
Witch
Rage Giant Skeleton Lumberjack
Giant Skeleton
Bats Rage Witch The Log Electro Wizard Lumberjack
The Log
Royal Hogs Giant Skeleton Lumberjack
Electro Wizard
Royal Hogs Rage Giant Skeleton Lumberjack
Lumberjack
Bats Royal Hogs Witch Giant Skeleton The Log Electro Wizard

Defense Synergies 0 14

Bats
Giant Skeleton The Log Electro Wizard Lumberjack
Royal Hogs
Rage
Witch
Giant Skeleton The Log Electro Wizard Lumberjack
Giant Skeleton
Bats Witch The Log Electro Wizard Lumberjack
The Log
Bats Witch Giant Skeleton Electro Wizard Lumberjack
Electro Wizard
Bats Witch Giant Skeleton The Log Lumberjack
Lumberjack
Bats Witch Giant Skeleton 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
Lumberjack Bats Witch The Log Electro Wizard
Witch Lumberjack Bats Giant Skeleton Electro Wizard
Witch Lumberjack Bats Electro Wizard
Giant Skeleton The Log Lumberjack
The Log Bats Electro Wizard Lumberjack
Bats Electro Wizard Witch
Giant Skeleton The Log Electro Wizard
Witch Lumberjack
Giant Skeleton Electro Wizard Lumberjack
Bats Witch Electro Wizard Giant Skeleton The Log Lumberjack
Bats Witch Electro Wizard
Lumberjack Bats Witch Giant Skeleton The Log Electro Wizard
Bats Witch The Log Electro Wizard Lumberjack
Electro Wizard Lumberjack
The Log Electro Wizard Lumberjack
Bats Witch Electro Wizard Lumberjack
Bats Witch The Log Electro Wizard Lumberjack
Witch The Log Bats Giant Skeleton Electro Wizard Lumberjack
Electro Wizard Lumberjack
Bats Witch Giant Skeleton The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Witch Giant Skeleton Electro Wizard
Electro Wizard The Log Lumberjack
Giant Skeleton Lumberjack Bats Witch The Log Electro Wizard
Giant Skeleton Lumberjack Bats The Log Electro Wizard
Giant Skeleton Witch Lumberjack
Bats Witch Electro Wizard
Bats Witch Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton Lumberjack
Giant Skeleton Electro Wizard Bats Witch The Log
Witch
Bats Witch Giant Skeleton Lumberjack
Giant Skeleton The Log Electro Wizard
Giant Skeleton Witch Lumberjack
Witch
Witch Electro Wizard Bats Giant Skeleton The Log Lumberjack
Bats Witch 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
Giant Skeleton The Log
The Log
Bats Witch
Witch The Log
The Log
The Log
Bats Electro Wizard Lumberjack
The Log Electro Wizard
The Log
The Log
Witch The Log
The Log
Bats
The Log Electro Wizard
Witch The Log
Giant Skeleton The Log
The Log
The Log
The Log Witch
Witch
The Log Witch Electro Wizard
Witch The Log
The Log
Bats Witch Electro Wizard
Electro Wizard Bats Witch
The Log
Electro Wizard
Giant Skeleton
The Log
Electro Wizard Bats Witch
Witch Electro Wizard
The Log
Electro Wizard Lumberjack
The Log
Giant Skeleton
Bats Witch Giant Skeleton The Log Electro Wizard
Bats Witch Electro Wizard
Witch Giant Skeleton The Log Electro Wizard

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