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 Witch Electro Wizard

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 Witch 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.

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.

Knight 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.

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 Witch
Zap
Bats Witch Bandit
Barbarian Barrel
Knight Witch Bandit Electro Wizard
The Log
Witch Bandit
Earthquake
Witch
Arrows
Bats Witch
Royal Delivery
Bats Knight Witch Bandit Electro Wizard
Fireball
Witch Bandit Electro Wizard
Poison
Bats Witch Electro Wizard
Lightning
Knight Witch Bandit Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Bats Knight 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.

Witch 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 Knight Bandit Electro Wizard Witch Mega Knight

Shortest cycle

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

9 Bats Zap The Log Knight

Attack Synergies 3 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
Knight Mega Knight Zap Bandit
Zap
Electro Wizard Bats Knight Witch The Log Bandit Mega Knight
Knight
Bats Zap Witch The Log Electro Wizard
Witch
Zap Knight Bandit Mega Knight
The Log
Zap Knight Bandit Mega Knight
Bandit
Bats Zap Witch The Log Electro Wizard Mega Knight
Electro Wizard
Zap Knight Bandit Mega Knight
Mega Knight
Bats Zap Witch The Log Bandit Electro Wizard

Defense Synergies 4 21

Bats
Knight Zap The Log Bandit Electro Wizard Mega Knight
Zap
Electro Wizard Mega Knight Bats Knight Witch The Log Bandit
Knight
Bats Electro Wizard Zap Witch The Log
Witch
Zap Knight The Log Bandit Electro Wizard Mega Knight
The Log
Bats Zap Knight Witch Bandit Electro Wizard Mega Knight
Bandit
Bats Zap Witch The Log Electro Wizard Mega Knight
Electro Wizard
Zap Knight Bats Witch The Log Bandit Mega Knight
Mega Knight
Zap Bats Witch The Log 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 Knight The Log Electro Wizard
Bats Zap Knight Witch The Log Bandit Electro Wizard Mega Knight
Witch Mega Knight Bats Knight Bandit Electro Wizard
Witch Bats Knight Bandit Electro Wizard Mega Knight
The Log Mega Knight
The Log Bats Zap Bandit Electro Wizard Mega Knight
Bats Electro Wizard Zap Witch
Zap The Log Bandit Electro Wizard Mega Knight
Witch
Knight Bandit Electro Wizard Mega Knight
Bats Witch Electro Wizard Zap Knight The Log Bandit Mega Knight
Bats Zap Witch Electro Wizard
Mega Knight Bats Zap Knight Witch The Log Bandit Electro Wizard
Mega Knight Bats Zap Witch The Log Electro Wizard
Knight Bandit Electro Wizard Mega Knight
Zap The Log Bandit Electro Wizard Mega Knight
Mega Knight Bats Knight Witch Electro Wizard
Mega Knight Bats Zap Knight Witch The Log Bandit Electro Wizard
Zap Witch The Log Bats Knight Bandit Electro Wizard Mega Knight
Electro Wizard
Mega Knight Bats Knight Witch The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Mega Knight Zap Witch Bandit Electro Wizard
Bandit Electro Wizard Zap Knight The Log Mega Knight
Bandit Mega Knight Bats Zap Knight Witch The Log Electro Wizard
Mega Knight Bats Zap Knight The Log Bandit Electro Wizard
Knight Witch Bandit Mega Knight
Bats Zap Witch Electro Wizard
Bats Knight Witch Bandit Electro Wizard
Mega Knight Knight
Zap Electro Wizard Mega Knight Bats Knight Witch The Log Bandit
Witch
Mega Knight Bats Knight Witch
Mega Knight Zap The Log Electro Wizard
Mega Knight Knight Witch Bandit
Witch Mega Knight
Witch Electro Wizard Bats Zap Knight The Log
Bats Mega Knight Zap Witch The Log 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.)

Knight The Log Bandit
Zap The Log Bandit Electro Wizard
The Log Bandit
Knight The Log
Zap The Log Mega Knight
Bats Zap Witch
Witch The Log
The Log Zap
The Log Zap Bandit
Bats Electro Wizard
Zap Knight The Log Bandit Electro Wizard
Zap
Knight The Log Bandit
Bandit
Zap The Log
Zap Witch The Log Bandit
The Log Bandit Mega Knight
Bats
Zap The Log Bandit Electro Wizard Mega Knight
Zap Witch The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap The Log Witch Mega Knight
Witch
The Log Zap Witch Bandit Electro Wizard
Zap Witch The Log Bandit Mega Knight
Zap The Log Bandit
Bats Zap Witch Electro Wizard
Zap Electro Wizard Bats Witch
Zap The Log Bandit Mega Knight
Zap Electro Wizard
Mega Knight
The Log
Zap Electro Wizard Bats Witch Bandit
Zap Witch Electro Wizard
The Log
Knight Electro Wizard Mega Knight
The Log Zap
Zap
Mega Knight
Zap Bats Witch The Log Electro Wizard
Bats Zap Witch Electro Wizard
Zap Witch The Log Bandit Electro Wizard Mega Knight

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