My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Godly!
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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Bats Tesla Electro Wizard

Defensive buildings

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

Tesla

Investments

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

Spear Goblins Bats Tesla Electro Wizard Sparky 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.

Spear Goblins 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 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
Spear Goblins Bats Sparky
Giant Snowball
Spear Goblins Bats
Zap
Spear Goblins Bats Sparky
Barbarian Barrel
Spear Goblins Tesla Electro Wizard Sparky
The Log
Spear Goblins Sparky
Earthquake
Spear Goblins Tesla
Arrows
Spear Goblins Bats
Royal Delivery
Spear Goblins Bats Electro Wizard Sparky
Fireball
Tesla Electro Wizard Sparky
Poison
Spear Goblins Bats Electro Wizard Sparky
Lightning
Tesla Electro Wizard Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Sparky 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.

Spear Goblins Bats Sparky 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.

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.

Spear Goblins Bats Zap The Log Tesla Electro Wizard Sparky Mega Knight

Shortest cycle

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

8 Spear Goblins Bats Zap The Log

Attack Synergies 3 11

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.

Spear Goblins
Zap Sparky Mega Knight
Bats
Mega Knight Zap Sparky
Zap
Electro Wizard Sparky Spear Goblins Bats The Log Mega Knight
Tesla
The Log
Zap Sparky Mega Knight
Electro Wizard
Zap Sparky Mega Knight
Sparky
Zap Spear Goblins Bats The Log Electro Wizard
Mega Knight
Bats Spear Goblins Zap The Log Electro Wizard

Defense Synergies 4 19

Spear Goblins
Tesla Bats Zap The Log Electro Wizard Mega Knight
Bats
Spear Goblins Zap Tesla The Log Electro Wizard Sparky Mega Knight
Zap
Electro Wizard Mega Knight Spear Goblins Bats Tesla The Log Sparky
Tesla
Spear Goblins The Log Bats Zap Electro Wizard
The Log
Tesla Spear Goblins Bats Zap Electro Wizard Sparky Mega Knight
Electro Wizard
Zap Spear Goblins Bats Tesla The Log Mega Knight
Sparky
Bats Zap The Log
Mega Knight
Zap Spear Goblins Bats The Log 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.

Spear Goblins Zap Tesla The Log Electro Wizard Sparky
Sparky Bats Zap Tesla The Log Electro Wizard Mega Knight
Tesla Sparky Mega Knight Bats Electro Wizard
Tesla Sparky Bats Electro Wizard Mega Knight
The Log Sparky Mega Knight
The Log Spear Goblins Bats Zap Tesla Electro Wizard Mega Knight
Bats Tesla Electro Wizard Spear Goblins Zap
Zap Tesla The Log Electro Wizard Sparky Mega Knight
Tesla Sparky
Spear Goblins Tesla Electro Wizard Sparky Mega Knight
Bats Electro Wizard Spear Goblins Zap Tesla The Log Mega Knight
Tesla Spear Goblins Bats Zap Electro Wizard
Tesla Sparky Mega Knight Bats Zap The Log Electro Wizard
Sparky Mega Knight Bats Zap Tesla The Log Electro Wizard
Sparky Tesla Electro Wizard Mega Knight
Zap Tesla The Log Electro Wizard Sparky Mega Knight
Tesla Sparky Mega Knight Bats Electro Wizard
Tesla Mega Knight Spear Goblins Bats Zap The Log Electro Wizard
Zap The Log Spear Goblins Bats Tesla Electro Wizard Mega Knight
Sparky Tesla Electro Wizard
Mega Knight Spear Goblins Bats Tesla The Log Electro Wizard Sparky

Counters to secondary win conditions

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

Mega Knight Spear Goblins Zap Tesla Electro Wizard Sparky
Electro Wizard Zap Tesla The Log Mega Knight
Mega Knight Spear Goblins Bats Zap The Log Electro Wizard Sparky
Mega Knight Bats Zap Tesla The Log Electro Wizard Sparky
Tesla Sparky Mega Knight
Bats Zap Tesla Electro Wizard
Sparky Spear Goblins Bats Tesla Electro Wizard
Mega Knight Tesla Sparky
Zap Electro Wizard Mega Knight Spear Goblins Bats The Log Sparky
Tesla Sparky
Mega Knight Bats Tesla Sparky
Mega Knight Zap The Log Electro Wizard
Mega Knight Tesla Sparky
Tesla Sparky Mega Knight
Tesla Electro Wizard Sparky Spear Goblins Bats Zap The Log
Bats Mega Knight Zap Tesla The Log Electro Wizard Sparky

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 Sparky
Zap The Log Electro Wizard
The Log Sparky
The Log Sparky
Zap The Log Sparky Mega Knight
Spear Goblins Bats Zap
The Log Sparky
The Log Zap
The Log Zap
Bats Electro Wizard Sparky
Zap The Log Electro Wizard Sparky
Zap
The Log Sparky
Zap The Log Sparky
Spear Goblins Zap The Log Sparky
The Log Sparky Mega Knight
Sparky
Bats Sparky
Zap The Log Electro Wizard Sparky Mega Knight
Zap The Log Mega Knight
The Log Sparky Mega Knight
The Log Sparky
Zap The Log
Zap The Log Sparky Mega Knight
The Log Zap Electro Wizard Sparky
Zap The Log Sparky Mega Knight
Zap The Log Sparky
Bats Zap Electro Wizard Sparky
Zap Electro Wizard Bats
Sparky
Zap The Log Sparky Mega Knight
Zap Electro Wizard Sparky
Sparky Mega Knight
The Log Sparky
Zap Electro Wizard Spear Goblins Bats
Zap Electro Wizard
The Log
Electro Wizard Sparky Mega Knight
The Log Zap
Zap Sparky
Sparky Mega Knight
Zap Bats The Log Electro Wizard Sparky
Bats Zap Electro Wizard
Zap The Log Electro Wizard Sparky Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: