My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 Hunter Electro Wizard Inferno Dragon

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 Hunter Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Miner

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.

Miner Mega Knight

Pump responses

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

Miner

Dropped at the bridge

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

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.

Miner 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 Skeleton Army Miner Inferno Dragon
Giant Snowball
Bats Skeleton Army Miner Inferno Dragon
Zap
Bats Skeleton Army Inferno Dragon
Barbarian Barrel
Skeleton Army Hunter Electro Wizard
The Log
Skeleton Army Hunter
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Skeleton Army Hunter Miner Electro Wizard Inferno Dragon
Fireball
Skeleton Army Hunter Electro Wizard Inferno Dragon
Poison
Bats Skeleton Army Hunter Electro Wizard
Lightning
Hunter Electro Wizard Inferno Dragon
Rocket
Hunter Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Hunter 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 Miner Inferno Dragon 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.

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.

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 Skeleton Army Miner Hunter Electro Wizard Inferno Dragon Mega Knight

Shortest cycle

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

10 Bats The Log Skeleton Army Miner

Attack Synergies 3 8

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
Miner Mega Knight Inferno Dragon
Skeleton Army
Hunter
Mega Knight
The Log
Miner Mega Knight
Miner
Bats The Log Electro Wizard Inferno Dragon Mega Knight
Electro Wizard
Miner Mega Knight
Inferno Dragon
Mega Knight Bats Miner
Mega Knight
Bats Inferno Dragon Hunter The Log Miner Electro Wizard

Defense Synergies 0 19

Bats
Hunter The Log Electro Wizard Inferno Dragon Mega Knight
Skeleton Army
The Log Electro Wizard Inferno Dragon
Hunter
Bats The Log Electro Wizard Mega Knight
The Log
Bats Skeleton Army Hunter Miner Electro Wizard Inferno Dragon Mega Knight
Miner
The Log Mega Knight
Electro Wizard
Bats Skeleton Army Hunter The Log Inferno Dragon Mega Knight
Inferno Dragon
Bats Skeleton Army The Log Electro Wizard Mega Knight
Mega Knight
Bats Hunter The Log Miner Electro Wizard Inferno Dragon

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
Skeleton Army Hunter Inferno Dragon Bats The Log Electro Wizard Mega Knight
Skeleton Army Hunter Mega Knight Bats Electro Wizard Inferno Dragon
Skeleton Army Hunter Inferno Dragon Bats Electro Wizard Mega Knight
Skeleton Army The Log Mega Knight
Skeleton Army The Log Bats Hunter Electro Wizard Mega Knight
Bats Hunter Electro Wizard Inferno Dragon
The Log Electro Wizard Mega Knight
Hunter Inferno Dragon Skeleton Army
Skeleton Army Hunter Miner Electro Wizard Mega Knight
Bats Skeleton Army Electro Wizard Hunter The Log Mega Knight
Hunter Inferno Dragon Bats Electro Wizard
Skeleton Army Hunter Mega Knight Bats The Log Electro Wizard
Skeleton Army Mega Knight Bats Hunter The Log Electro Wizard
Skeleton Army Inferno Dragon Hunter Electro Wizard Mega Knight
Skeleton Army Hunter The Log Electro Wizard Inferno Dragon Mega Knight
Mega Knight Bats Skeleton Army Hunter Electro Wizard
Mega Knight Bats Skeleton Army Hunter The Log Electro Wizard
Hunter The Log Bats Electro Wizard Inferno Dragon Mega Knight
Hunter Electro Wizard Inferno Dragon
Skeleton Army Mega Knight Bats Hunter The Log Electro Wizard
Hunter Inferno Dragon

Counters to secondary win conditions

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

Skeleton Army Mega Knight Electro Wizard
Electro Wizard Hunter The Log Miner Inferno Dragon Mega Knight
Skeleton Army Mega Knight Bats Hunter The Log Electro Wizard
Skeleton Army Hunter Mega Knight Bats The Log Electro Wizard
Skeleton Army Hunter Inferno Dragon Mega Knight
Bats Hunter Electro Wizard
Skeleton Army Bats Hunter Electro Wizard
Mega Knight Skeleton Army Hunter Inferno Dragon
Electro Wizard Mega Knight Bats Skeleton Army The Log Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Bats Hunter
Skeleton Army Mega Knight The Log Electro Wizard
Skeleton Army Mega Knight Hunter
Skeleton Army Mega Knight
Skeleton Army Electro Wizard Bats Hunter The Log Inferno Dragon
Bats Mega Knight Hunter The Log Electro Wizard Inferno Dragon
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
The Log Miner Electro Wizard
The Log Miner
The Log
The Log Mega Knight
Bats Hunter
The Log
The Log Hunter
The Log Miner
Bats Electro Wizard
Miner The Log Electro Wizard
Hunter The Log Miner
The Log
Hunter The Log
The Log Mega Knight
Bats
Hunter The Log Electro Wizard Mega Knight
The Log Miner Mega Knight
The Log Mega Knight
The Log
The Log
The Log Hunter Mega Knight
Inferno Dragon
The Log Miner Hunter Electro Wizard
The Log Miner Mega Knight
Miner The Log
Bats Hunter Electro Wizard
Electro Wizard Bats
Hunter The Log Miner Mega Knight
Electro Wizard
Mega Knight
The Log
Electro Wizard Bats Skeleton Army
Hunter Electro Wizard
The Log
Miner Hunter Electro Wizard Mega Knight
The Log
Mega Knight
Bats The Log Electro Wizard
Bats Electro Wizard
The Log Miner Electro Wizard Mega Knight
Inferno Dragon
Mega Knight

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