My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Furnace Electro Wizard

Defensive buildings

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

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Furnace Royal Ghost Bandit Electro Wizard Mega Knight

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.

Zap The Log

Punishments

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

Royal Ghost 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.

Royal Ghost 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.

Royal Ghost 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 Bandit
Giant Snowball
Bats Furnace
Zap
Bats Furnace Bandit
Barbarian Barrel
Furnace Royal Ghost Bandit Electro Wizard
The Log
Furnace Bandit
Earthquake
Furnace
Arrows
Bats Furnace
Royal Delivery
Bats Royal Ghost Bandit Electro Wizard
Fireball
Furnace Bandit Electro Wizard
Poison
Bats Furnace Electro Wizard
Lightning
Furnace Bandit Electro Wizard
Rocket
Furnace

Against air swarms

Spells and units that can counter air swarms.

Zap Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Zap Furnace The Log Royal Ghost 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.

Bats Royal Ghost 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.

Furnace 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.

Bats Zap The Log Royal Ghost Bandit Furnace Electro Wizard Mega Knight

Shortest cycle

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

9 Bats Zap The Log Royal Ghost

Attack Synergies 2 17

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.

Bats
Mega Knight Zap Bandit
Zap
Electro Wizard Bats Furnace The Log Royal Ghost Bandit Mega Knight
Furnace
Zap Royal Ghost Bandit
The Log
Zap Bandit Mega Knight
Royal Ghost
Zap Furnace Bandit Electro Wizard Mega Knight
Bandit
Bats Zap Furnace The Log Royal Ghost Electro Wizard Mega Knight
Electro Wizard
Zap Royal Ghost Bandit Mega Knight
Mega Knight
Bats Zap The Log Royal Ghost Bandit Electro Wizard

Defense Synergies 2 21

Bats
Zap The Log Bandit Electro Wizard Mega Knight
Zap
Electro Wizard Mega Knight Bats Furnace The Log Royal Ghost Bandit
Furnace
Zap Royal Ghost Bandit Electro Wizard
The Log
Bats Zap Royal Ghost Bandit Electro Wizard Mega Knight
Royal Ghost
Zap Furnace The Log Electro Wizard Mega Knight
Bandit
Bats Zap Furnace The Log Electro Wizard Mega Knight
Electro Wizard
Zap Bats Furnace The Log Royal Ghost Bandit Mega Knight
Mega Knight
Zap Bats The Log Royal Ghost 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 Furnace The Log Bandit Electro Wizard Mega Knight
Furnace Mega Knight Bats Bandit Electro Wizard
Bats Furnace Bandit Electro Wizard Mega Knight
The Log Mega Knight
The Log Bats Zap Furnace Royal Ghost Bandit Electro Wizard Mega Knight
Bats Furnace Electro Wizard Zap
Zap The Log Bandit Electro Wizard Mega Knight
Furnace
Royal Ghost Bandit Electro Wizard Mega Knight
Bats Electro Wizard Zap Furnace The Log Royal Ghost Bandit Mega Knight
Bats Zap Furnace Electro Wizard
Furnace Mega Knight Bats Zap The Log Bandit Electro Wizard
Mega Knight Bats Zap Furnace The Log Royal Ghost Electro Wizard
Furnace Bandit Electro Wizard Mega Knight
Zap Furnace The Log Bandit Electro Wizard Mega Knight
Mega Knight Bats Furnace Electro Wizard
Mega Knight Bats Zap Furnace The Log Royal Ghost Bandit Electro Wizard
Zap Furnace The Log Bats Royal Ghost Bandit Electro Wizard Mega Knight
Electro Wizard
Royal Ghost Mega Knight Bats Furnace 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 Furnace Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Zap The Log Royal Ghost Mega Knight
Bandit Mega Knight Bats Zap Furnace The Log Electro Wizard
Mega Knight Bats Zap The Log Bandit Electro Wizard
Bandit Mega Knight
Furnace Bats Zap Electro Wizard
Bats Furnace 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
Furnace Mega Knight
Electro Wizard Bats Zap Furnace The Log
Bats Mega Knight Zap The Log Royal Ghost Electro Wizard
Zap Furnace 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 Royal Ghost Bandit
Zap The Log Royal Ghost Bandit Electro Wizard
The Log Bandit
The Log
Zap Furnace The Log Mega Knight
Bats Zap Furnace
Furnace The Log
The Log Zap
The Log Zap Bandit
Bats Electro Wizard
Zap The Log Bandit Electro Wizard
Zap
The Log Bandit
Bandit
Zap Furnace The Log
Zap Furnace The Log Bandit
Furnace The Log Bandit Mega Knight
Bats
Zap The Log Bandit Electro Wizard Mega Knight
Zap The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap The Log Furnace Mega Knight
The Log Zap Royal Ghost Bandit Electro Wizard
Zap The Log Bandit Mega Knight
Zap The Log Bandit
Bats Zap Furnace Electro Wizard
Zap Electro Wizard Bats
Zap The Log Bandit Mega Knight
Zap Electro Wizard
Mega Knight
The Log
Zap Electro Wizard Bats Bandit
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 Royal Ghost Bandit Electro Wizard Mega Knight
Mega Knight

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