My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Witch Little Prince

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 Witch Mega Knight Little Prince

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.

Zap Rage The Log

Punishments

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

Elite Barbarians Mega Knight

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.

Elite Barbarians 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.

Elite Barbarians

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 Elite Barbarians
Giant Snowball
Bats Witch Little Prince
Zap
Bats Witch Little Prince
Barbarian Barrel
Elite Barbarians Witch Little Prince
The Log
Elite Barbarians Witch Little Prince
Earthquake
Witch
Arrows
Bats Witch Little Prince
Royal Delivery
Bats Elite Barbarians Witch Little Prince
Fireball
Elite Barbarians Witch Little Prince
Poison
Bats Witch Little Prince
Lightning
Elite Barbarians Witch Little Prince
Rocket
Elite Barbarians Witch Little Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

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 Rage 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.

Elite Barbarians

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.

Witch

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 Rage The Log Little Prince Witch Elite Barbarians Mega Knight

Shortest cycle

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

8 Bats Zap Rage The Log

Attack Synergies 4 12

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
Mega Knight Zap Elite Barbarians Rage
Zap
Elite Barbarians Bats Witch The Log Mega Knight Little Prince
Elite Barbarians
Zap Rage Bats The Log Mega Knight
Rage
Elite Barbarians Witch Bats
Witch
Rage Zap Mega Knight
The Log
Zap Elite Barbarians Mega Knight Little Prince
Mega Knight
Bats Zap Elite Barbarians Witch The Log
Little Prince
Zap The Log

Defense Synergies 1 13

Bats
Zap The Log Mega Knight
Zap
Mega Knight Bats Elite Barbarians Witch The Log Little Prince
Elite Barbarians
Zap The Log Mega Knight
Rage
Witch
Zap The Log Mega Knight
The Log
Bats Zap Elite Barbarians Witch Mega Knight Little Prince
Mega Knight
Zap Bats Elite Barbarians Witch The Log
Little Prince
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
Elite Barbarians Bats Zap Witch The Log Mega Knight
Witch Mega Knight Bats Elite Barbarians
Elite Barbarians Witch Bats Mega Knight
Elite Barbarians The Log Mega Knight
The Log Bats Zap Mega Knight
Bats Zap Witch Little Prince
Zap The Log Mega Knight
Witch Elite Barbarians
Elite Barbarians Mega Knight Little Prince
Bats Witch Zap The Log Mega Knight
Bats Zap Witch
Mega Knight Bats Zap Elite Barbarians Witch The Log
Mega Knight Bats Zap Witch The Log
Elite Barbarians Mega Knight
Zap Elite Barbarians The Log Mega Knight
Mega Knight Bats Elite Barbarians Witch
Mega Knight Bats Zap Elite Barbarians Witch The Log Little Prince
Zap Witch The Log Bats Mega Knight Little Prince
Elite Barbarians
Mega Knight Bats Elite Barbarians Witch The Log Little Prince

Counters to secondary win conditions

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

Mega Knight Zap Elite Barbarians Witch
Zap Elite Barbarians The Log Mega Knight
Mega Knight Bats Zap Elite Barbarians Witch The Log
Mega Knight Bats Zap Elite Barbarians The Log
Elite Barbarians Witch Mega Knight
Bats Zap Witch
Bats Elite Barbarians Witch
Mega Knight Elite Barbarians
Zap Mega Knight Bats Elite Barbarians Witch The Log
Witch
Mega Knight Bats Elite Barbarians Witch
Mega Knight Zap Elite Barbarians The Log
Elite Barbarians Mega Knight Witch
Witch Mega Knight
Elite Barbarians Witch Bats Zap The Log Little Prince
Bats Mega Knight Zap Elite Barbarians Witch The Log
Zap

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
Zap The Log
The Log
The Log
Zap The Log Mega Knight
Bats Zap Witch
Witch The Log
The Log Zap
The Log Zap
Bats Elite Barbarians
Zap The Log
Zap
Elite Barbarians The Log
Zap Elite Barbarians The Log
Zap Witch The Log
The Log Mega Knight
Bats
Zap The Log Mega Knight
Zap Witch The Log Mega Knight Little Prince
The Log Mega Knight
The Log
Zap The Log
Zap The Log Witch Mega Knight Little Prince
Witch
The Log Zap Witch
Zap Witch The Log Mega Knight
Zap The Log
Elite Barbarians Bats Zap Witch Little Prince
Zap Bats Witch
Elite Barbarians
Zap The Log Mega Knight
Zap
Mega Knight
The Log
Zap Bats Witch
Zap Witch
The Log
Mega Knight
The Log Zap
Zap
Elite Barbarians Mega Knight
Zap Bats Elite Barbarians Witch The Log
Bats Zap Witch
Zap Witch The Log Mega Knight Little Prince
Mega Knight

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