My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit 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 Bandit Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider Bandit 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.

Fire Spirit Hog Rider Bandit 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.

Hog Rider Bandit Electro Wizard

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 Hog Rider Bandit
Giant Snowball
Fire Spirit Bats Hog Rider
Zap
Fire Spirit Bats Bandit
Barbarian Barrel
Fire Spirit Bandit Electro Wizard
The Log
Fire Spirit Hog Rider Bandit
Earthquake
Hog Rider
Arrows
Fire Spirit Bats
Royal Delivery
Fire Spirit Bats Hog Rider Bandit Electro Wizard
Fireball
Hog Rider Bandit Electro Wizard
Poison
Bats Electro Wizard
Lightning
Bandit Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap The Log 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.

Fire Spirit Bats Mega Knight

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.

Fire Spirit 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.

Fire Spirit Bats Zap The Log Bandit Hog Rider Electro Wizard Mega Knight

Shortest cycle

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

7 Fire Spirit Bats Zap The Log

Attack Synergies 6 15

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.

Fire Spirit
Hog Rider Zap Bandit
Bats
Hog Rider Mega Knight Zap Bandit
Zap
Hog Rider Electro Wizard Fire Spirit Bats The Log Bandit Mega Knight
Hog Rider
Fire Spirit Bats Zap The Log Bandit Electro Wizard Mega Knight
The Log
Hog Rider Zap Bandit Mega Knight
Bandit
Fire Spirit Bats Zap Hog Rider The Log Electro Wizard Mega Knight
Electro Wizard
Zap Hog Rider Bandit Mega Knight
Mega Knight
Bats Zap Hog Rider The Log Bandit Electro Wizard

Defense Synergies 2 16

Fire Spirit
Zap The Log Electro Wizard
Bats
Zap The Log Bandit Electro Wizard Mega Knight
Zap
Electro Wizard Mega Knight Fire Spirit Bats The Log Bandit
Hog Rider
The Log
Fire Spirit Bats Zap Bandit Electro Wizard Mega Knight
Bandit
Bats Zap The Log Electro Wizard Mega Knight
Electro Wizard
Zap Fire Spirit Bats The Log Bandit Mega Knight
Mega Knight
Zap Bats The Log Bandit Electro Wizard

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
Bats Zap The Log Bandit Electro Wizard Mega Knight
Mega Knight Fire Spirit Bats Bandit Electro Wizard
Bats Bandit Electro Wizard Mega Knight
The Log Mega Knight
The Log Fire Spirit Bats Zap Bandit Electro Wizard Mega Knight
Bats Electro Wizard Fire Spirit Zap
Zap The Log Bandit Electro Wizard Mega Knight
Fire Spirit Bandit Electro Wizard Mega Knight
Bats Electro Wizard Zap The Log Bandit Mega Knight
Bats Zap Electro Wizard
Mega Knight Fire Spirit Bats Zap The Log Bandit Electro Wizard
Fire Spirit Mega Knight Bats Zap The Log Electro Wizard
Bandit Electro Wizard Mega Knight
Zap The Log Bandit Electro Wizard Mega Knight
Mega Knight Bats Electro Wizard
Fire Spirit Mega Knight Bats Zap The Log Bandit Electro Wizard
Zap The Log Fire Spirit Bats Bandit Electro Wizard Mega Knight
Electro Wizard
Mega Knight Fire Spirit Bats The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Mega Knight Zap Bandit Electro Wizard
Bandit Electro Wizard Zap The Log Mega Knight
Bandit Mega Knight Bats Zap The Log Electro Wizard
Mega Knight Bats Zap The Log Bandit Electro Wizard
Bandit Mega Knight
Fire Spirit Bats Zap Electro Wizard
Bats Bandit Electro Wizard
Mega Knight
Zap Electro Wizard Mega Knight Bats The Log Bandit
Mega Knight Bats
Mega Knight Zap The Log Electro Wizard
Mega Knight Bandit
Mega Knight
Electro Wizard Bats Zap The Log
Bats Mega Knight Zap The Log Electro Wizard
Zap Electro 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.)

The Log Bandit
Zap The Log Bandit Electro Wizard
The Log Bandit
The Log
Fire Spirit Zap The Log Mega Knight
Fire Spirit Bats Zap
Fire Spirit The Log
The Log Fire Spirit Zap
The Log Zap Bandit
Fire Spirit Bats Electro Wizard
Zap The Log Bandit Electro Wizard
Fire Spirit Zap
Fire Spirit The Log Bandit
Bandit
Zap The Log
Zap The Log Bandit
The Log Bandit Mega Knight
Bats
Fire Spirit Zap The Log Bandit Electro Wizard Mega Knight
Fire Spirit Zap The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap The Log Fire Spirit Mega Knight
The Log Zap Bandit Electro Wizard
Zap The Log Bandit Mega Knight
Zap The Log Bandit
Fire Spirit Bats Zap Electro Wizard
Zap Electro Wizard Bats
Zap The Log Bandit Mega Knight
Zap Electro Wizard
Mega Knight
The Log
Zap Electro Wizard Fire Spirit Bats Bandit
Fire Spirit Zap Electro Wizard
The Log
Electro Wizard Mega Knight
The Log Zap
Zap
Mega Knight
Zap Bats The Log Electro Wizard
Bats Zap Electro Wizard
Zap The Log Bandit Electro Wizard Mega Knight
Mega Knight

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