My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
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 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 Knight Bandit 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.

The Log

Punishments

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

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.

Electro Spirit Goblins Knight 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.

Electro Spirit Bandit

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 Bandit
Giant Snowball
Goblins Bats Little Prince
Zap
Goblins Bats Bandit Little Prince
Barbarian Barrel
Electro Spirit Goblins Knight Bandit Little Prince
The Log
Electro Spirit Goblins Bandit Little Prince
Earthquake
Arrows
Electro Spirit Goblins Bats Little Prince
Royal Delivery
Electro Spirit Goblins Bats Knight Bandit Little Prince
Fireball
Bandit Little Prince
Poison
Bats Little Prince
Lightning
Knight Bandit Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit 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.

Electro Spirit Bats Knight 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.

Goblins

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.

Electro Spirit Goblins Bats The Log Knight Bandit Little Prince Mega Knight

Shortest cycle

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

7 Electro Spirit Goblins Bats The Log

Attack Synergies 2 9

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.

Electro Spirit
Bandit
Goblins
Bats
Knight Mega Knight Bandit
Knight
Bats The Log Little Prince
The Log
Knight Bandit Mega Knight Little Prince
Bandit
Electro Spirit Bats The Log Mega Knight Little Prince
Mega Knight
Bats The Log Bandit
Little Prince
Knight The Log Bandit

Defense Synergies 2 15

Electro Spirit
The Log Little Prince
Goblins
Knight The Log Bandit Little Prince
Bats
Knight The Log Bandit Mega Knight
Knight
Bats Little Prince Goblins The Log
The Log
Electro Spirit Goblins Bats Knight Bandit Mega Knight Little Prince
Bandit
Goblins Bats The Log Mega Knight Little Prince
Mega Knight
Bats The Log Bandit
Little Prince
Knight Electro Spirit Goblins The Log Bandit

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.

Knight The Log
Goblins Bats Knight The Log Bandit Mega Knight
Mega Knight Goblins Bats Knight Bandit
Goblins Bats Knight Bandit Mega Knight
The Log Mega Knight
The Log Electro Spirit Goblins Bats Bandit Mega Knight
Bats Electro Spirit Little Prince
Electro Spirit The Log Bandit Mega Knight
Goblins
Knight Goblins Bandit Mega Knight Little Prince
Goblins Bats Electro Spirit Knight The Log Bandit Mega Knight
Bats
Mega Knight Bats Knight The Log Bandit
Mega Knight Electro Spirit Goblins Bats The Log
Knight Bandit Mega Knight
The Log Bandit Mega Knight
Mega Knight Goblins Bats Knight
Mega Knight Electro Spirit Goblins Bats Knight The Log Bandit Little Prince
The Log Electro Spirit Bats Knight Bandit Mega Knight Little Prince
Mega Knight Electro Spirit Goblins Bats Knight The Log Bandit Little Prince

Counters to secondary win conditions

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

Knight Mega Knight Goblins Bandit
Bandit Knight The Log Mega Knight
Bandit Mega Knight Goblins Bats Knight The Log
Mega Knight Bats Knight The Log Bandit
Knight Bandit Mega Knight
Electro Spirit Bats
Goblins Bats Knight Bandit
Mega Knight Knight
Mega Knight Electro Spirit Goblins Bats Knight The Log Bandit
Mega Knight Bats Knight
Mega Knight The Log
Mega Knight Knight Bandit
Mega Knight
Electro Spirit Goblins Bats Knight The Log Little Prince
Bats Mega Knight Electro Spirit The Log
Electro Spirit

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.)

Knight The Log Bandit
The Log Bandit
The Log Bandit
Knight The Log
The Log Mega Knight
Electro Spirit Bats
The Log
The Log
The Log Bandit
Goblins Bats
Knight The Log Bandit
Knight The Log Bandit
Bandit
The Log
The Log Bandit
The Log Bandit Mega Knight
Bats
The Log Bandit Mega Knight
The Log Mega Knight Little Prince
The Log Mega Knight
The Log
The Log
The Log Electro Spirit Mega Knight Little Prince
The Log Bandit
The Log Bandit Mega Knight
The Log Bandit
Bats Little Prince
Electro Spirit Bats
The Log Bandit Mega Knight
Electro Spirit
Mega Knight
The Log
Electro Spirit Bats Bandit
The Log
Knight Mega Knight
The Log
Mega Knight
Electro Spirit Bats The Log
Bats
The Log Bandit Mega Knight Little Prince
Mega Knight

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