My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Inferno Tower Wizard

Defensive buildings

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

Tombstone Inferno 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 Tombstone Wizard Goblinstein

Offensive cards

Win conditions

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

Missing

Damage spells

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

The Log

Pump responses

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

Missing

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 Guards Skeleton Army
Giant Snowball
Bats Tombstone Guards Skeleton Army
Zap
Bats Tombstone Inferno Tower Guards Skeleton Army
Barbarian Barrel
Tombstone Inferno Tower Wizard Guards Skeleton Army
The Log
Tombstone Guards Skeleton Army
Earthquake
Tombstone Inferno Tower Guards Skeleton Army
Arrows
Bats Tombstone Guards Skeleton Army
Royal Delivery
Bats Wizard Guards Skeleton Army
Fireball
Tombstone Inferno Tower Wizard Skeleton Army
Poison
Bats Tombstone Inferno Tower Wizard Guards Skeleton Army
Lightning
Tombstone Inferno Tower Wizard Goblinstein
Rocket
Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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 Tombstone Inferno Tower Guards 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.

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.

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 Tombstone Guards Skeleton Army Inferno Tower Wizard Goblinstein

Shortest cycle

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

10 Bats The Log Tombstone Guards

Attack Synergies 0 1

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
Tombstone
Inferno Tower
Wizard
Guards
The Log
Skeleton Army
The Log
Guards
Goblinstein

Defense Synergies 3 10

Bats
Inferno Tower The Log
Tombstone
Wizard Guards
Inferno Tower
Guards Skeleton Army The Log Bats
Wizard
Tombstone Guards Skeleton Army The Log
Guards
Inferno Tower Tombstone Wizard Skeleton Army The Log
Skeleton Army
Inferno Tower Wizard Guards The Log
The Log
Inferno Tower Bats Wizard Guards Skeleton Army
Goblinstein

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.

Tombstone Inferno Tower Wizard The Log
Inferno Tower Skeleton Army Bats Tombstone The Log
Inferno Tower Skeleton Army Bats Tombstone
Inferno Tower Skeleton Army Bats Tombstone Guards
Tombstone Skeleton Army The Log
Skeleton Army The Log Bats Guards
Bats Inferno Tower Tombstone Wizard
Inferno Tower The Log
Inferno Tower Tombstone Skeleton Army
Guards Skeleton Army Inferno Tower
Bats Guards Skeleton Army Tombstone Wizard The Log
Inferno Tower Bats Wizard
Tombstone Inferno Tower Skeleton Army Bats Wizard Guards The Log
Wizard Skeleton Army Bats Tombstone Guards The Log
Inferno Tower Skeleton Army Tombstone
Inferno Tower Skeleton Army The Log
Wizard Bats Tombstone Inferno Tower Skeleton Army
Tombstone Bats Wizard Guards Skeleton Army The Log
Wizard The Log Bats Tombstone Guards
Inferno Tower
Wizard Skeleton Army Bats Guards The Log

Counters to secondary win conditions

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

Guards Skeleton Army Tombstone Inferno Tower
Wizard The Log
Tombstone Guards Skeleton Army Bats Inferno Tower The Log
Guards Skeleton Army Bats Inferno Tower The Log
Inferno Tower Tombstone Guards Skeleton Army
Wizard Bats
Guards Skeleton Army Bats Tombstone Inferno Tower
Inferno Tower Skeleton Army
Bats Tombstone Inferno Tower Skeleton Army The Log
Inferno Tower Tombstone Guards Skeleton Army
Bats Tombstone Inferno Tower Guards
Skeleton Army Guards The Log
Skeleton Army Tombstone Inferno Tower Wizard Guards
Wizard Skeleton Army
Tombstone Inferno Tower Guards Skeleton Army Bats The Log
Bats Inferno Tower Wizard The Log
Tombstone Inferno Tower

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.)

Guards The Log
The Log
The Log
Guards The Log
Wizard The Log
Wizard Bats
Wizard The Log
The Log Wizard
The Log Wizard
Bats Guards
Wizard The Log
Wizard
The Log
The Log
Wizard The Log
Wizard The Log
Bats
Wizard The Log
Wizard The Log
The Log
Wizard
The Log
The Log
The Log Wizard
The Log Wizard
Wizard The Log
The Log
Bats Wizard
Bats Wizard Guards
Wizard The Log
Wizard The Log
Bats Tombstone Guards Skeleton Army
Wizard
The Log
Wizard
The Log Wizard
Bats Guards The Log
Bats
The Log
Wizard

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