My Best Clash Royale Deck

Deck Check Rating

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

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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Dragon Phoenix

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.

Skeletons Bats Royal Recruits Electro Dragon Phoenix

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.

Arrows The Log

Punishments

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

Royal Recruits

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.

Royal Recruits Phoenix

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 Dragon

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
Skeletons Bats Royal Recruits Guards Phoenix
Giant Snowball
Skeletons Bats Royal Recruits Guards Electro Dragon
Zap
Skeletons Bats Guards
Barbarian Barrel
Skeletons Royal Recruits Guards
The Log
Skeletons Royal Recruits Guards
Earthquake
Skeletons Guards
Arrows
Skeletons Bats Royal Recruits Guards
Royal Delivery
Skeletons Bats Royal Recruits Guards Electro Dragon
Fireball
Electro Dragon
Poison
Bats Royal Recruits Guards Electro Dragon Phoenix
Lightning
Electro Dragon Phoenix
Rocket
Electro Dragon Phoenix

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Dragon The Log

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 Arrows Royal Recruits Guards

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Bats The Log Arrows Guards Phoenix Electro Dragon Royal Recruits

Shortest cycle

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

8 Skeletons Bats The Log Arrows

Attack Synergies 0 4

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.

Skeletons
Bats
Royal Recruits
Arrows
Phoenix
Royal Recruits
Bats Electro Dragon
Guards
The Log
Electro Dragon
Royal Recruits
The Log
Guards
Phoenix
Arrows

Defense Synergies 0 11

Skeletons
Bats Electro Dragon The Log Phoenix
Bats
Skeletons Royal Recruits The Log
Arrows
Phoenix
Royal Recruits
Bats The Log
Guards
Electro Dragon The Log
Electro Dragon
Skeletons Guards The Log
The Log
Skeletons Bats Royal Recruits Guards Electro Dragon
Phoenix
Skeletons Arrows

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.

Royal Recruits Electro Dragon The Log
Skeletons Bats Royal Recruits Electro Dragon The Log Phoenix
Skeletons Bats Royal Recruits Electro Dragon
Royal Recruits Skeletons Bats Guards Electro Dragon Phoenix
Arrows Royal Recruits The Log
Arrows The Log Skeletons Bats Guards Electro Dragon
Bats Arrows Electro Dragon Phoenix
Arrows Royal Recruits Electro Dragon The Log Phoenix
Skeletons Royal Recruits Phoenix
Guards Skeletons Royal Recruits Phoenix
Bats Guards Skeletons Arrows Royal Recruits Electro Dragon The Log
Arrows Bats Electro Dragon Phoenix
Royal Recruits Skeletons Bats Guards Electro Dragon The Log
Bats Arrows Royal Recruits Guards Electro Dragon The Log
Royal Recruits Phoenix
Royal Recruits The Log
Skeletons Bats Arrows Royal Recruits Electro Dragon
Arrows Bats Royal Recruits Guards Electro Dragon The Log
Arrows The Log Bats Royal Recruits Guards Electro Dragon
Royal Recruits Phoenix
Royal Recruits Bats Arrows Guards Electro Dragon The Log

Counters to secondary win conditions

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

Royal Recruits Guards Skeletons
Arrows Electro Dragon The Log Phoenix
Royal Recruits Guards Skeletons Bats Electro Dragon The Log
Royal Recruits Guards Bats The Log Phoenix
Royal Recruits Skeletons Guards Phoenix
Arrows Skeletons Bats Electro Dragon
Royal Recruits Guards Skeletons Bats Phoenix
Royal Recruits Phoenix
Royal Recruits Electro Dragon Skeletons Bats The Log Phoenix
Royal Recruits Skeletons Guards Phoenix
Bats Royal Recruits Guards Electro Dragon Phoenix
Royal Recruits Arrows Guards The Log Phoenix
Royal Recruits Skeletons Guards
Royal Recruits Electro Dragon
Royal Recruits Guards Electro Dragon Phoenix Skeletons Bats The Log
Bats Arrows Royal Recruits Electro Dragon The Log Phoenix
Arrows

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.)

Arrows Royal Recruits Guards Electro Dragon The Log
Arrows Electro Dragon The Log
Arrows Electro Dragon The Log
Arrows Royal Recruits Guards The Log
Arrows The Log
Arrows Bats Electro Dragon
Arrows The Log
Arrows The Log Electro Dragon
Arrows The Log Electro Dragon
Bats Guards Electro Dragon
Arrows Royal Recruits Electro Dragon The Log
Arrows Electro Dragon
The Log
Arrows Electro Dragon
Arrows The Log
Arrows Electro Dragon The Log
Arrows Royal Recruits Electro Dragon The Log
Arrows
Bats
Arrows Electro Dragon The Log
Arrows Electro Dragon The Log
The Log
Arrows
The Log
Arrows Royal Recruits Electro Dragon The Log
Arrows The Log Electro Dragon
Arrows The Log Electro Dragon
Arrows Electro Dragon The Log
Arrows The Log
Bats Arrows Electro Dragon
Electro Dragon Bats Guards
Arrows Electro Dragon The Log
Arrows Electro Dragon
Arrows The Log
Bats Royal Recruits Guards Electro Dragon
Arrows Electro Dragon
Arrows The Log
Electro Dragon
Arrows The Log Electro Dragon
Arrows
Royal Recruits Electro Dragon
Electro Dragon Bats Royal Recruits Guards The Log
Bats Electro Dragon
Electro Dragon Royal Recruits The Log
Electro Dragon

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: