My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Great!
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 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 Ice Wizard Magic Archer

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 Ice Wizard Bandit Magic Archer Lumberjack Mega Knight

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

Punishments

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

Elite Barbarians Bandit Lumberjack 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 Bandit Magic Archer Lumberjack 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 Bandit Magic Archer Lumberjack

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 Bandit
Giant Snowball
Bats Lumberjack
Zap
Bats Bandit
Barbarian Barrel
Elite Barbarians Ice Wizard Bandit Magic Archer Lumberjack
The Log
Elite Barbarians Bandit Lumberjack
Earthquake
Arrows
Bats
Royal Delivery
Bats Elite Barbarians Ice Wizard Bandit Magic Archer Lumberjack
Fireball
Elite Barbarians Ice Wizard Bandit Magic Archer Lumberjack
Poison
Bats Ice Wizard Magic Archer
Lightning
Elite Barbarians Ice Wizard Bandit Magic Archer Lumberjack
Rocket
Elite Barbarians Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

The Log Ice Wizard Magic Archer Mega Knight

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 Ice Wizard 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.

Ice 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 Ice Wizard Bandit Magic Archer Lumberjack Elite Barbarians Mega Knight

Shortest cycle

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

10 Bats The Log Ice Wizard Bandit

Attack Synergies 1 19

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 Elite Barbarians Bandit Lumberjack
Elite Barbarians
Bats The Log Bandit Lumberjack Mega Knight
The Log
Elite Barbarians Bandit Magic Archer Lumberjack Mega Knight
Ice Wizard
Bandit Lumberjack
Bandit
Bats Elite Barbarians The Log Ice Wizard Magic Archer Lumberjack Mega Knight
Magic Archer
The Log Bandit Lumberjack Mega Knight
Lumberjack
Bats Elite Barbarians The Log Ice Wizard Bandit Magic Archer Mega Knight
Mega Knight
Bats Elite Barbarians The Log Bandit Magic Archer Lumberjack

Defense Synergies 0 20

Bats
The Log Ice Wizard Bandit Lumberjack Mega Knight
Elite Barbarians
The Log Mega Knight
The Log
Bats Elite Barbarians Ice Wizard Bandit Magic Archer Lumberjack Mega Knight
Ice Wizard
Bats The Log Bandit Lumberjack Mega Knight
Bandit
Bats The Log Ice Wizard Magic Archer Lumberjack Mega Knight
Magic Archer
The Log Bandit Lumberjack Mega Knight
Lumberjack
Bats The Log Ice Wizard Bandit Magic Archer
Mega Knight
Bats Elite Barbarians The Log Ice Wizard Bandit Magic Archer

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.

The Log Magic Archer
Elite Barbarians Lumberjack Bats The Log Ice Wizard Bandit Mega Knight
Lumberjack Mega Knight Bats Elite Barbarians Ice Wizard Bandit
Elite Barbarians Lumberjack Bats Ice Wizard Bandit Mega Knight
Elite Barbarians The Log Lumberjack Mega Knight
The Log Bats Ice Wizard Bandit Magic Archer Lumberjack Mega Knight
Bats Ice Wizard Magic Archer
The Log Bandit Magic Archer Mega Knight
Elite Barbarians Ice Wizard Lumberjack
Elite Barbarians Ice Wizard Bandit Lumberjack Mega Knight
Bats Ice Wizard The Log Bandit Magic Archer Lumberjack Mega Knight
Bats Ice Wizard Magic Archer
Lumberjack Mega Knight Bats Elite Barbarians The Log Ice Wizard Bandit
Mega Knight Bats The Log Magic Archer Lumberjack
Elite Barbarians Bandit Lumberjack Mega Knight
Elite Barbarians The Log Bandit Lumberjack Mega Knight
Mega Knight Bats Elite Barbarians Lumberjack
Mega Knight Bats Elite Barbarians The Log Ice Wizard Bandit Magic Archer Lumberjack
The Log Bats Ice Wizard Bandit Magic Archer Lumberjack Mega Knight
Elite Barbarians Lumberjack
Mega Knight Bats Elite Barbarians The Log Bandit Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Elite Barbarians Bandit
Bandit Elite Barbarians The Log Magic Archer Lumberjack Mega Knight
Bandit Lumberjack Mega Knight Bats Elite Barbarians The Log
Lumberjack Mega Knight Bats Elite Barbarians The Log Bandit
Elite Barbarians Bandit Lumberjack Mega Knight
Bats Ice Wizard Magic Archer
Bats Elite Barbarians Ice Wizard Bandit Lumberjack
Mega Knight Elite Barbarians Lumberjack
Mega Knight Bats Elite Barbarians The Log Bandit Magic Archer
Mega Knight Bats Elite Barbarians Lumberjack
Mega Knight Elite Barbarians The Log
Elite Barbarians Mega Knight Bandit Lumberjack
Magic Archer Mega Knight
Elite Barbarians Bats The Log Magic Archer Lumberjack
Bats Mega Knight Elite Barbarians The Log Ice Wizard Magic Archer
Ice 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.)

Magic Archer The Log Bandit
The Log Ice Wizard Bandit Magic Archer
The Log Bandit Magic Archer
The Log
The Log Magic Archer Mega Knight
Bats Ice Wizard Magic Archer
The Log Magic Archer
The Log Ice Wizard Magic Archer
The Log Bandit
Bats Elite Barbarians Lumberjack
The Log Bandit Magic Archer
Magic Archer
Elite Barbarians The Log Bandit Magic Archer
Bandit Magic Archer
Elite Barbarians The Log Magic Archer
The Log Bandit Magic Archer
Magic Archer The Log Bandit Mega Knight
Bats
The Log Bandit Magic Archer Mega Knight
The Log Magic Archer Mega Knight
The Log Magic Archer Mega Knight
The Log
The Log
The Log Ice Wizard Magic Archer Mega Knight
The Log Ice Wizard Bandit Magic Archer
The Log Bandit Magic Archer Mega Knight
The Log Bandit Magic Archer
Elite Barbarians Bats Ice Wizard Magic Archer
Bats
Elite Barbarians
The Log Bandit Magic Archer Mega Knight
Magic Archer
Mega Knight
The Log Magic Archer
Bats Bandit Magic Archer
Ice Wizard Magic Archer
The Log
Magic Archer Lumberjack Mega Knight
The Log Magic Archer
Elite Barbarians Mega Knight
Bats Elite Barbarians The Log Magic Archer
Bats Magic Archer
The Log Bandit Magic Archer Mega Knight
Mega Knight

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