My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Wizard Baby Dragon Ram Rider

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 Wizard Baby Dragon Royal Ghost Ram Rider Sparky

Offensive cards

Win conditions

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

Ram Rider

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 Ghost Ram Rider

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.

Baby Dragon Royal Ghost Ram Rider

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 Ghost Ram Rider

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 Ram Rider Sparky
Giant Snowball
Bats Baby Dragon Ram Rider
Zap
Bats Ram Rider Sparky
Barbarian Barrel
Wizard Royal Ghost Sparky
The Log
Ram Rider Sparky
Earthquake
Arrows
Bats
Royal Delivery
Bats Wizard Baby Dragon Royal Ghost Ram Rider Sparky
Fireball
Wizard Baby Dragon Ram Rider Sparky
Poison
Bats Wizard Sparky
Lightning
Wizard Baby Dragon Ram Rider Sparky
Rocket
Wizard Ram Rider Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon The Log Royal Ghost Sparky

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 Baby Dragon Royal Ghost Sparky

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 Rage The Log Royal Ghost Baby Dragon Wizard Ram Rider Sparky

Shortest cycle

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

9 Bats Rage The Log Royal Ghost

Attack Synergies 1 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
Rage Baby Dragon Ram Rider Sparky
Wizard
Rage Royal Ghost Ram Rider Sparky
Rage
Sparky Bats Wizard
Baby Dragon
Bats Ram Rider Sparky
The Log
Ram Rider Sparky
Royal Ghost
Wizard Ram Rider
Ram Rider
Bats Wizard Baby Dragon The Log Royal Ghost
Sparky
Rage Bats Wizard Baby Dragon The Log

Defense Synergies 0 9

Bats
Baby Dragon The Log Sparky
Wizard
The Log Royal Ghost
Rage
Baby Dragon
Bats The Log
The Log
Bats Wizard Baby Dragon Royal Ghost Ram Rider Sparky
Royal Ghost
Wizard The Log
Ram Rider
The Log
Sparky
Bats 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.

Wizard Baby Dragon The Log Ram Rider Sparky
Sparky Bats The Log Ram Rider
Ram Rider Sparky Bats
Sparky Bats Ram Rider
The Log Sparky
The Log Bats Baby Dragon Royal Ghost
Bats Ram Rider Wizard Baby Dragon
Baby Dragon The Log Ram Rider Sparky
Sparky
Royal Ghost Sparky
Bats Wizard Baby Dragon The Log Royal Ghost Ram Rider
Bats Wizard Baby Dragon Ram Rider
Sparky Bats Wizard The Log Ram Rider
Wizard Sparky Bats Baby Dragon The Log Royal Ghost
Sparky Ram Rider
The Log Ram Rider Sparky
Wizard Sparky Bats
Bats Wizard Baby Dragon The Log Royal Ghost Ram Rider
Wizard Baby Dragon The Log Bats Royal Ghost Ram Rider
Sparky Ram Rider
Wizard Royal Ghost Bats Baby Dragon The Log Sparky
Sparky

Counters to secondary win conditions

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

Royal Ghost Sparky
Wizard Baby Dragon The Log Royal Ghost
Bats The Log Ram Rider Sparky
Bats The Log Ram Rider Sparky
Ram Rider Sparky
Wizard Bats Baby Dragon Ram Rider
Sparky Bats Ram Rider
Sparky
Bats Baby Dragon The Log Sparky
Sparky
Bats Sparky
The Log
Wizard Ram Rider Sparky
Wizard Baby Dragon Sparky
Sparky Bats Baby Dragon The Log
Bats Wizard Baby Dragon The Log Royal Ghost Sparky

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.)

Baby Dragon The Log Royal Ghost Sparky
Baby Dragon The Log Royal Ghost Ram Rider
Baby Dragon The Log Sparky
The Log Sparky
Wizard Baby Dragon The Log Sparky
Wizard Bats Baby Dragon Ram Rider
Wizard Baby Dragon The Log Sparky
The Log Wizard Baby Dragon Ram Rider
The Log Wizard Ram Rider
Bats Sparky
Wizard The Log Ram Rider Sparky
Wizard Baby Dragon
Baby Dragon The Log Sparky
Baby Dragon
Baby Dragon The Log Sparky
Wizard Baby Dragon The Log Sparky
Wizard Baby Dragon The Log Sparky
Sparky
Bats Sparky
Wizard Baby Dragon The Log Sparky
Wizard Baby Dragon The Log
Baby Dragon The Log Sparky
Wizard
The Log Sparky
Baby Dragon The Log
The Log Wizard Baby Dragon Sparky
The Log Wizard Baby Dragon Royal Ghost Ram Rider Sparky
Wizard Baby Dragon The Log Ram Rider Sparky
Baby Dragon The Log Sparky
Bats Wizard Baby Dragon Sparky
Bats Wizard
Sparky
Wizard The Log Sparky
Sparky
Sparky
Wizard The Log Sparky
Bats
Wizard Baby Dragon Ram Rider
The Log
Wizard Baby Dragon Sparky
The Log Wizard Baby Dragon
Sparky
Sparky
Bats Baby Dragon The Log Sparky
Bats
Baby Dragon The Log Royal Ghost Sparky
Sparky
Wizard Sparky

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