My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

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 Royal Giant Electro Wizard Mega Knight Golden Knight

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel

Damage spells

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

Zap The Log

Punishments

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

Royal Giant Goblin Barrel Mega Knight Golden Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Royal Giant 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.

Goblin Barrel Electro Wizard Golden Knight

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 Giant Goblin Barrel
Giant Snowball
Bats Goblin Barrel
Zap
Bats Royal Giant Goblin Barrel
Barbarian Barrel
Goblin Barrel Electro Wizard
The Log
Royal Giant Goblin Barrel
Earthquake
Goblin Barrel
Arrows
Bats Goblin Barrel
Royal Delivery
Bats Goblin Barrel Electro Wizard
Fireball
Goblin Barrel Electro Wizard
Poison
Bats Electro Wizard
Lightning
Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Mega Knight

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 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.

Royal Giant Goblin Barrel

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.

Goblin Barrel 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 Zap The Log Goblin Barrel Electro Wizard Golden Knight Royal Giant Mega Knight

Shortest cycle

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

9 Bats Zap The Log Goblin Barrel

Attack Synergies 4 11

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
Royal Giant Mega Knight Zap Goblin Barrel
Zap
Electro Wizard Bats Royal Giant The Log Mega Knight
Royal Giant
Bats Goblin Barrel Zap The Log Electro Wizard
Goblin Barrel
Royal Giant Bats Mega Knight Golden Knight
The Log
Zap Royal Giant Mega Knight
Electro Wizard
Zap Royal Giant Mega Knight
Mega Knight
Bats Zap Goblin Barrel The Log Electro Wizard
Golden Knight
Goblin Barrel

Defense Synergies 2 11

Bats
Zap The Log Electro Wizard Mega Knight Golden Knight
Zap
Electro Wizard Mega Knight Bats The Log Golden Knight
Royal Giant
Goblin Barrel
The Log
Bats Zap Electro Wizard Mega Knight Golden Knight
Electro Wizard
Zap Bats The Log Mega Knight
Mega Knight
Zap Bats The Log Electro Wizard
Golden Knight
Bats Zap 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.

Zap The Log Electro Wizard Golden Knight
Bats Zap The Log Electro Wizard Mega Knight
Mega Knight Bats Electro Wizard
Bats Electro Wizard Mega Knight
The Log Mega Knight
The Log Bats Zap Electro Wizard Mega Knight
Bats Electro Wizard Zap
Zap The Log Electro Wizard Mega Knight Golden Knight
Electro Wizard Mega Knight
Bats Electro Wizard Zap The Log Mega Knight
Bats Zap Electro Wizard
Mega Knight Bats Zap The Log Electro Wizard
Mega Knight Bats Zap The Log Electro Wizard Golden Knight
Electro Wizard Mega Knight
Zap The Log Electro Wizard Mega Knight
Mega Knight Bats Electro Wizard
Mega Knight Bats Zap The Log Electro Wizard Golden Knight
Zap The Log Bats Electro Wizard Mega Knight
Electro Wizard
Mega Knight Bats The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight Zap Electro Wizard
Electro Wizard Zap The Log Mega Knight
Mega Knight Bats Zap The Log Electro Wizard Golden Knight
Mega Knight Bats Zap The Log Electro Wizard
Mega Knight
Bats Zap Electro Wizard
Bats Electro Wizard
Mega Knight
Zap Electro Wizard Mega Knight Bats The Log
Mega Knight Bats Golden Knight
Mega Knight Zap The Log Electro Wizard
Mega Knight Golden Knight
Mega Knight
Electro Wizard Bats Zap The Log Golden Knight
Bats Mega Knight Zap The Log Electro Wizard Golden Knight

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 Golden Knight
Zap The Log Electro Wizard Golden Knight
The Log
The Log
Zap The Log Mega Knight
Bats Zap
The Log
The Log Zap
The Log Zap Golden Knight
Bats Electro Wizard
Zap The Log Electro Wizard Golden Knight
Zap
The Log Golden Knight
Zap The Log
Zap The Log Golden Knight
The Log Mega Knight
Bats
Zap The Log Electro Wizard Mega Knight
Zap The Log Mega Knight Golden Knight
The Log Mega Knight
The Log
Zap The Log
Zap The Log Mega Knight
The Log Zap Electro Wizard Golden Knight
Zap The Log Mega Knight Golden Knight
Zap The Log Golden Knight
Bats Zap Electro Wizard
Zap Electro Wizard Bats
Zap The Log Mega Knight
Zap Electro Wizard
Mega Knight
The Log
Zap Electro Wizard Bats
Zap Electro Wizard
The Log
Electro Wizard Mega Knight
The Log Zap
Zap
Mega Knight
Zap Bats The Log Electro Wizard Golden Knight
Bats Zap Electro Wizard
Zap The Log Electro Wizard Mega Knight Golden Knight

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