My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
Versatility
Great!
F2P score
Good

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Ice Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

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 Knight Cannon Cart Ice Wizard

Offensive cards

Win conditions

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

Mortar

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.

Mortar Cannon Cart

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 Knight Mortar Cannon Cart

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

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 Cannon Cart
Giant Snowball
Skeletons Bats
Zap
Skeletons Bats Mortar Cannon Cart
Barbarian Barrel
Skeletons Electro Spirit Knight Mortar Cannon Cart Ice Wizard
The Log
Skeletons Electro Spirit Cannon Cart
Earthquake
Skeletons Mortar
Arrows
Skeletons Electro Spirit Bats
Royal Delivery
Skeletons Electro Spirit Bats Knight Cannon Cart Ice Wizard
Fireball
Mortar Cannon Cart Ice Wizard
Poison
Bats Mortar Ice Wizard
Lightning
Knight Mortar Cannon Cart Ice Wizard
Rocket
Mortar Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Mortar The Log Ice Wizard

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.

Electro Spirit Bats Knight Ice Wizard

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Bats The Log Knight Ice Wizard Mortar Cannon Cart

Shortest cycle

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

6 Skeletons Electro Spirit Bats The Log

Attack Synergies 3 7

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
Electro Spirit
Cannon Cart
Bats
Knight Mortar Cannon Cart
Knight
Bats Mortar Cannon Cart The Log Ice Wizard
Mortar
Knight Bats The Log
Cannon Cart
The Log Electro Spirit Bats Knight
The Log
Cannon Cart Knight Mortar
Ice Wizard
Knight

Defense Synergies 2 19

Skeletons
Electro Spirit Bats Knight Mortar Cannon Cart The Log Ice Wizard
Electro Spirit
Skeletons The Log
Bats
Knight Skeletons Mortar Cannon Cart The Log Ice Wizard
Knight
Bats Ice Wizard Skeletons Mortar Cannon Cart The Log
Mortar
Skeletons Bats Knight The Log Ice Wizard
Cannon Cart
Skeletons Bats Knight Ice Wizard
The Log
Skeletons Electro Spirit Bats Knight Mortar Ice Wizard
Ice Wizard
Knight Skeletons Bats Mortar Cannon Cart 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.

Cannon Cart Knight Mortar The Log
Skeletons Bats Knight Mortar Cannon Cart The Log Ice Wizard
Mortar Skeletons Bats Knight Cannon Cart Ice Wizard
Skeletons Bats Knight Mortar Cannon Cart Ice Wizard
The Log
The Log Skeletons Electro Spirit Bats Cannon Cart Ice Wizard
Bats Electro Spirit Mortar Ice Wizard
Electro Spirit Cannon Cart The Log
Skeletons Mortar Ice Wizard
Knight Skeletons Cannon Cart Ice Wizard
Bats Ice Wizard Skeletons Electro Spirit Knight Cannon Cart The Log
Bats Ice Wizard
Mortar Skeletons Bats Knight Cannon Cart The Log Ice Wizard
Electro Spirit Bats Mortar Cannon Cart The Log
Knight Mortar Cannon Cart
Mortar The Log
Skeletons Bats Knight Mortar Cannon Cart
Mortar Electro Spirit Bats Knight Cannon Cart The Log Ice Wizard
Mortar The Log Electro Spirit Bats Knight Cannon Cart Ice Wizard
Mortar Cannon Cart
Electro Spirit Bats Knight Cannon Cart The Log
Mortar

Counters to secondary win conditions

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

Knight Skeletons Cannon Cart
Knight Mortar Cannon Cart The Log
Skeletons Bats Knight Cannon Cart The Log
Bats Knight Cannon Cart The Log
Skeletons Knight Cannon Cart
Skeletons Electro Spirit Bats Ice Wizard
Skeletons Bats Knight Cannon Cart Ice Wizard
Knight Cannon Cart
Skeletons Electro Spirit Bats Knight Mortar Cannon Cart The Log
Skeletons
Bats Knight Cannon Cart
The Log
Cannon Cart Skeletons Knight
Cannon Cart
Skeletons Electro Spirit Bats Knight Mortar Cannon Cart The Log
Bats Electro Spirit Cannon Cart The Log Ice Wizard
Electro Spirit Mortar 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.)

Knight Mortar The Log
Mortar The Log Ice Wizard
Cannon Cart The Log
Cannon Cart Knight The Log
Mortar The Log
Electro Spirit Bats Ice Wizard
Mortar The Log
The Log Ice Wizard
The Log Mortar
Bats
Knight Mortar Cannon Cart The Log
Knight Mortar Cannon Cart The Log
Mortar Cannon Cart
Mortar Cannon Cart The Log
Mortar Cannon Cart The Log
Mortar Cannon Cart The Log
Mortar
Bats
Mortar The Log
Mortar The Log
The Log
The Log
Mortar Cannon Cart The Log
The Log Electro Spirit Mortar Ice Wizard
Mortar The Log Ice Wizard
Mortar The Log
Mortar The Log
Bats Ice Wizard
Electro Spirit Bats
Mortar The Log
Electro Spirit
The Log
Electro Spirit Bats Cannon Cart
Ice Wizard
The Log
Knight Cannon Cart
The Log Mortar
Cannon Cart
Electro Spirit Bats The Log
Bats
Mortar Cannon Cart The Log
Cannon Cart
Mortar

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