My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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 Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Barbarian Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Suspicious Bush Battle Ram Barbarian Hut Electro Wizard

Offensive cards

Win conditions

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

Battle Ram Royal Hogs Wall Breakers

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.

Battle Ram Royal Hogs Wall Breakers

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.

Battle Ram Royal Hogs Wall Breakers

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 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 Battle Ram Royal Hogs Wall Breakers
Giant Snowball
Bats Battle Ram Royal Hogs Wall Breakers
Zap
Bats Battle Ram Royal Hogs Wall Breakers
Barbarian Barrel
Battle Ram Royal Hogs Barbarian Hut Wall Breakers Electro Wizard
The Log
Suspicious Bush Battle Ram Royal Hogs Barbarian Hut Wall Breakers
Earthquake
Royal Hogs Barbarian Hut
Arrows
Bats Suspicious Bush Royal Hogs Wall Breakers
Royal Delivery
Bats Battle Ram Royal Hogs Wall Breakers Electro Wizard
Fireball
Suspicious Bush Battle Ram Royal Hogs Barbarian Hut Wall Breakers Electro Wizard
Poison
Bats Suspicious Bush Royal Hogs Barbarian Hut Electro Wizard
Lightning
Battle Ram Barbarian Hut Electro Wizard
Rocket
Royal Hogs Barbarian Hut

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

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 Suspicious Bush Battle Ram

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Suspicious Bush Wall Breakers The Log Battle Ram Electro Wizard Royal Hogs Barbarian Hut

Shortest cycle

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

8 Bats Suspicious Bush Wall Breakers The Log

Attack Synergies 2 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
Barbarian Hut Battle Ram Royal Hogs Wall Breakers
Suspicious Bush
Battle Ram
The Log Bats Royal Hogs Barbarian Hut Wall Breakers Electro Wizard
Royal Hogs
Bats Battle Ram Barbarian Hut The Log Electro Wizard
Barbarian Hut
Bats Battle Ram Royal Hogs Wall Breakers
Wall Breakers
Bats Battle Ram Barbarian Hut The Log Electro Wizard
The Log
Battle Ram Royal Hogs Wall Breakers
Electro Wizard
Battle Ram Royal Hogs Wall Breakers

Defense Synergies 1 5

Bats
Barbarian Hut The Log Electro Wizard
Suspicious Bush
Battle Ram
Royal Hogs
Barbarian Hut
Bats The Log Electro Wizard
Wall Breakers
The Log
Bats Barbarian Hut Electro Wizard
Electro Wizard
Bats Barbarian Hut 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.

Barbarian Hut The Log Electro Wizard
Barbarian Hut Bats The Log Electro Wizard
Barbarian Hut Bats Electro Wizard
Barbarian Hut Bats Electro Wizard
The Log
The Log Bats Electro Wizard
Bats Electro Wizard Barbarian Hut
Barbarian Hut The Log Electro Wizard
Barbarian Hut
Electro Wizard
Bats Electro Wizard The Log
Bats Barbarian Hut Electro Wizard
Barbarian Hut Bats The Log Electro Wizard
Barbarian Hut Bats The Log Electro Wizard
Barbarian Hut Electro Wizard
Barbarian Hut The Log Electro Wizard
Barbarian Hut Bats Electro Wizard
Bats Barbarian Hut The Log Electro Wizard
The Log Bats Barbarian Hut Electro Wizard
Barbarian Hut Electro Wizard
Bats The Log Electro Wizard

Counters to secondary win conditions

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

Barbarian Hut Electro Wizard
Electro Wizard The Log
Bats Barbarian Hut The Log Electro Wizard
Bats Barbarian Hut The Log Electro Wizard
Barbarian Hut
Bats Electro Wizard
Bats Barbarian Hut Electro Wizard
Barbarian Hut
Electro Wizard Bats Barbarian Hut The Log
Barbarian Hut
Bats
The Log Electro Wizard
Barbarian Hut
Barbarian Hut
Electro Wizard Bats Barbarian Hut The Log
Bats Barbarian Hut The Log Electro Wizard
Barbarian Hut 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.)

Barbarian Hut The Log
The Log Electro Wizard
Barbarian Hut The Log
Barbarian Hut The Log
The Log
Bats
The Log
The Log Barbarian Hut
The Log
Bats Electro Wizard
The Log Electro Wizard
Barbarian Hut The Log
Barbarian Hut The Log
Barbarian Hut The Log
Barbarian Hut The Log
Bats
The Log Electro Wizard
The Log
The Log
The Log
Barbarian Hut 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 Barbarian Hut
Electro Wizard
The Log
Electro Wizard
The Log
Bats The Log Electro Wizard
Bats Electro Wizard
The Log Electro Wizard

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