My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Night Witch

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 Fisherman Night Witch Mega Knight Goblinstein

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.

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 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

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 Fisherman Night Witch
Giant Snowball
Skeletons Bats Fisherman Night Witch
Zap
Skeletons Bats Fisherman Night Witch
Barbarian Barrel
Skeletons Electro Spirit Night Witch
The Log
Skeletons Electro Spirit Fisherman
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit Bats Night Witch
Royal Delivery
Skeletons Electro Spirit Bats Fisherman Night Witch
Fireball
Fisherman Night Witch
Poison
Bats Fisherman Night Witch
Lightning
Fisherman Night Witch Goblinstein
Rocket
Night Witch

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 Night Witch Mega Knight

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.

Skeletons Electro Spirit Bats The Log Fisherman Night Witch Goblinstein Mega Knight

Shortest cycle

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

6 Skeletons Electro Spirit Bats The Log

Attack Synergies 1 5

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
Bats
Mega Knight Fisherman
The Log
Fisherman Mega Knight
Fisherman
Bats The Log Mega Knight
Night Witch
Mega Knight
Mega Knight
Bats The Log Fisherman Night Witch
Goblinstein

Defense Synergies 1 14

Skeletons
Fisherman Electro Spirit Bats The Log Night Witch
Electro Spirit
Skeletons The Log Fisherman
Bats
Skeletons The Log Fisherman Mega Knight
The Log
Skeletons Electro Spirit Bats Fisherman Night Witch Mega Knight
Fisherman
Skeletons Electro Spirit Bats The Log Mega Knight
Night Witch
Skeletons The Log Mega Knight
Mega Knight
Bats The Log Fisherman Night Witch
Goblinstein

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
Skeletons Bats The Log Fisherman Night Witch Mega Knight
Fisherman Mega Knight Skeletons Bats Night Witch
Night Witch Skeletons Bats Fisherman Mega Knight
The Log Mega Knight
The Log Skeletons Electro Spirit Bats Night Witch Mega Knight
Bats Electro Spirit Night Witch
Electro Spirit The Log Mega Knight
Skeletons Fisherman Night Witch
Skeletons Fisherman Night Witch Mega Knight
Bats Skeletons Electro Spirit The Log Fisherman Night Witch Mega Knight
Bats Night Witch
Night Witch Mega Knight Skeletons Bats The Log
Mega Knight Electro Spirit Bats The Log Night Witch
Mega Knight
The Log Fisherman Mega Knight
Mega Knight Skeletons Bats Fisherman Night Witch
Mega Knight Electro Spirit Bats The Log Fisherman Night Witch
The Log Electro Spirit Bats Fisherman Mega Knight
Fisherman
Mega Knight Electro Spirit Bats The Log Fisherman Night Witch

Counters to secondary win conditions

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

Mega Knight Skeletons Fisherman
The Log Fisherman Mega Knight
Mega Knight Skeletons Bats The Log Fisherman
Mega Knight Bats The Log Fisherman Night Witch
Skeletons Fisherman Night Witch Mega Knight
Skeletons Electro Spirit Bats
Skeletons Bats Night Witch
Mega Knight Fisherman
Mega Knight Skeletons Electro Spirit Bats The Log
Skeletons
Mega Knight Bats
Mega Knight The Log
Mega Knight Skeletons Night Witch
Mega Knight
Skeletons Electro Spirit Bats The Log Fisherman Night Witch
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.)

The Log
The Log Fisherman
The Log
The Log
The Log Mega Knight
Electro Spirit Bats
The Log
The Log
The Log Fisherman
Bats Fisherman Night Witch
The Log Fisherman
The Log Fisherman
Fisherman
The Log Fisherman
The Log
The Log Mega Knight
Bats Fisherman Night Witch
The Log Fisherman Mega Knight
The Log Mega Knight
The Log Night Witch Mega Knight
The Log Fisherman
The Log
The Log Electro Spirit Mega Knight
Fisherman
The Log Fisherman
The Log Fisherman Mega Knight
The Log Fisherman
Bats Night Witch
Electro Spirit Bats
Night Witch
The Log Night Witch Mega Knight
Electro Spirit
Mega Knight
The Log
Electro Spirit Bats Night Witch
The Log
Mega Knight
The Log
Mega Knight
Electro Spirit Bats The Log
Bats
The Log Mega Knight
Mega Knight

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