My Best Clash Royale Deck

Deck Check Rating

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

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 Magic Archer

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 Magic Archer 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.

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 Knight Magic Archer 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 Magic Archer

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
Giant Snowball
Bats
Zap
Bats
Barbarian Barrel
Electro Spirit Knight Magic Archer
The Log
Electro Spirit
Earthquake
Arrows
Electro Spirit Bats
Royal Delivery
Electro Spirit Bats Knight Magic Archer
Fireball
Magic Archer
Poison
Bats Magic Archer
Lightning
Knight Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap The Log Magic Archer 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

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.

Mirror Electro Spirit Bats Zap The Log Knight Magic Archer Mega Knight

Shortest cycle

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

5 Mirror Electro Spirit Bats Zap

Attack Synergies 4 12

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
Zap
Bats
Knight Mega Knight Zap
Zap
Mirror Electro Spirit Bats Knight The Log Magic Archer Mega Knight
Knight
Bats Zap The Log Magic Archer
Mirror
Zap The Log Magic Archer
The Log
Mirror Zap Knight Magic Archer Mega Knight
Magic Archer
Zap Knight Mirror The Log Mega Knight
Mega Knight
Bats Zap The Log Magic Archer

Defense Synergies 4 15

Electro Spirit
Zap The Log
Bats
Knight Zap The Log Mega Knight
Zap
Mirror Mega Knight Electro Spirit Bats Knight The Log Magic Archer
Knight
Bats Magic Archer Zap The Log
Mirror
Zap The Log Magic Archer Mega Knight
The Log
Electro Spirit Bats Zap Knight Mirror Magic Archer Mega Knight
Magic Archer
Knight Zap Mirror The Log Mega Knight
Mega Knight
Zap Bats Mirror The Log Magic Archer

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 Knight The Log Magic Archer
Bats Zap Knight The Log Mega Knight
Mega Knight Bats Knight
Bats Knight Mega Knight
The Log Mega Knight
The Log Electro Spirit Bats Zap Magic Archer Mega Knight
Bats Electro Spirit Zap Magic Archer
Electro Spirit Zap The Log Magic Archer Mega Knight
Knight Mega Knight
Bats Electro Spirit Zap Knight The Log Magic Archer Mega Knight
Bats Zap Magic Archer
Mega Knight Bats Zap Knight The Log
Mega Knight Electro Spirit Bats Zap The Log Magic Archer
Knight Mega Knight
Zap The Log Mega Knight
Mega Knight Bats Knight
Mega Knight Electro Spirit Bats Zap Knight The Log Magic Archer
Zap The Log Electro Spirit Bats Knight Magic Archer Mega Knight
Mega Knight Electro Spirit Bats Knight The Log

Counters to secondary win conditions

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

Knight Mega Knight Zap
Zap Knight The Log Magic Archer Mega Knight
Mega Knight Bats Zap Knight The Log
Mega Knight Bats Zap Knight The Log
Knight Mega Knight
Electro Spirit Bats Zap Magic Archer
Bats Knight
Mega Knight Knight
Zap Mega Knight Electro Spirit Bats Knight The Log Magic Archer
Mega Knight Bats Knight
Mega Knight Zap The Log
Mega Knight Knight
Magic Archer Mega Knight
Electro Spirit Bats Zap Knight The Log Magic Archer
Bats Mega Knight Electro Spirit Zap The Log Magic Archer
Electro Spirit Zap

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.)

Magic Archer Knight The Log
Zap The Log Magic Archer
The Log Magic Archer
Knight The Log
Zap The Log Magic Archer Mega Knight
Electro Spirit Bats Zap Magic Archer
The Log Magic Archer
The Log Zap Magic Archer
The Log Zap
Bats
Zap Knight The Log Magic Archer
Zap Magic Archer
Knight The Log Magic Archer
Magic Archer
Zap The Log Magic Archer
Zap The Log Magic Archer
Magic Archer The Log Mega Knight
Bats
Zap The Log Magic Archer Mega Knight
Zap The Log Magic Archer Mega Knight
The Log Magic Archer Mega Knight
The Log
Zap The Log
Zap The Log Electro Spirit Magic Archer Mega Knight
The Log Zap Magic Archer
Zap The Log Magic Archer Mega Knight
Zap The Log Magic Archer
Bats Zap Magic Archer
Zap Electro Spirit Bats
Zap The Log Magic Archer Mega Knight
Zap Electro Spirit Magic Archer
Mega Knight
The Log Magic Archer
Zap Electro Spirit Bats Magic Archer
Zap Magic Archer
The Log
Knight Magic Archer Mega Knight
The Log Zap Magic Archer
Zap
Mega Knight
Zap Electro Spirit Bats The Log Magic Archer
Bats Zap Magic Archer
Zap The Log Magic Archer Mega Knight
Mega Knight

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