My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
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.

Bats Tesla Electro Wizard Little Prince

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.

Bats Tesla Bandit Electro Wizard Lumberjack Mega Knight Little Prince

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.

Arrows

Punishments

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

Bandit Lumberjack 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.

Bandit Lumberjack 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 Lumberjack

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 Lumberjack Little Prince
Zap
Bats Bandit Little Prince
Barbarian Barrel
Tesla Bandit Electro Wizard Lumberjack Little Prince
The Log
Bandit Lumberjack Little Prince
Earthquake
Tesla
Arrows
Bats Little Prince
Royal Delivery
Bats Bandit Electro Wizard Lumberjack Little Prince
Fireball
Tesla Bandit Electro Wizard Lumberjack Little Prince
Poison
Bats Electro Wizard Little Prince
Lightning
Tesla Bandit Electro Wizard Lumberjack Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Arrows 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.

Bats Arrows Bandit Little Prince Tesla Electro Wizard Lumberjack Mega Knight

Shortest cycle

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

11 Bats Arrows Bandit Little Prince

Attack Synergies 1 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.

Bats
Mega Knight Bandit Lumberjack
Arrows
Bandit Lumberjack Mega Knight
Tesla
Bandit
Bats Arrows Electro Wizard Lumberjack Mega Knight Little Prince
Electro Wizard
Bandit Lumberjack Mega Knight
Lumberjack
Bats Arrows Bandit Electro Wizard Mega Knight
Mega Knight
Bats Arrows Bandit Electro Wizard Lumberjack
Little Prince
Bandit

Defense Synergies 1 19

Bats
Tesla Bandit Electro Wizard Lumberjack Mega Knight
Arrows
Mega Knight Tesla Bandit Lumberjack Little Prince
Tesla
Bats Arrows Electro Wizard Little Prince
Bandit
Bats Arrows Electro Wizard Lumberjack Mega Knight Little Prince
Electro Wizard
Bats Tesla Bandit Lumberjack Mega Knight Little Prince
Lumberjack
Bats Arrows Bandit Electro Wizard Little Prince
Mega Knight
Arrows Bats Bandit Electro Wizard
Little Prince
Arrows Tesla Bandit Electro Wizard Lumberjack

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.

Tesla Electro Wizard
Lumberjack Bats Tesla Bandit Electro Wizard Mega Knight
Tesla Lumberjack Mega Knight Bats Bandit Electro Wizard
Tesla Lumberjack Bats Bandit Electro Wizard Mega Knight
Arrows Lumberjack Mega Knight
Arrows Bats Tesla Bandit Electro Wizard Lumberjack Mega Knight
Bats Tesla Electro Wizard Arrows Little Prince
Arrows Tesla Bandit Electro Wizard Mega Knight
Tesla Lumberjack
Tesla Bandit Electro Wizard Lumberjack Mega Knight Little Prince
Bats Electro Wizard Arrows Tesla Bandit Lumberjack Mega Knight
Arrows Tesla Bats Electro Wizard
Tesla Lumberjack Mega Knight Bats Bandit Electro Wizard
Mega Knight Bats Arrows Tesla Electro Wizard Lumberjack
Tesla Bandit Electro Wizard Lumberjack Mega Knight
Tesla Bandit Electro Wizard Lumberjack Mega Knight
Tesla Mega Knight Bats Arrows Electro Wizard Lumberjack
Arrows Tesla Mega Knight Bats Bandit Electro Wizard Lumberjack Little Prince
Arrows Bats Tesla Bandit Electro Wizard Lumberjack Mega Knight Little Prince
Tesla Electro Wizard Lumberjack
Mega Knight Bats Arrows Tesla Bandit Electro Wizard Lumberjack Little Prince

Counters to secondary win conditions

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

Lumberjack Mega Knight Tesla Bandit Electro Wizard
Bandit Electro Wizard Arrows Tesla Lumberjack Mega Knight
Bandit Lumberjack Mega Knight Bats Electro Wizard
Lumberjack Mega Knight Bats Tesla Bandit Electro Wizard
Tesla Bandit Lumberjack Mega Knight
Arrows Bats Tesla Electro Wizard
Bats Tesla Bandit Electro Wizard Lumberjack
Mega Knight Tesla Lumberjack
Electro Wizard Mega Knight Bats Bandit
Tesla
Mega Knight Bats Tesla Lumberjack
Mega Knight Arrows Electro Wizard
Mega Knight Tesla Bandit Lumberjack
Tesla Mega Knight
Tesla Electro Wizard Bats Lumberjack Little Prince
Bats Arrows Mega Knight Tesla 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.)

Arrows Bandit
Arrows Bandit Electro Wizard
Arrows Bandit
Arrows
Arrows Mega Knight
Arrows Bats
Arrows
Arrows
Arrows Bandit
Bats Electro Wizard Lumberjack
Arrows Bandit Electro Wizard
Arrows
Bandit
Arrows Bandit
Arrows
Arrows Bandit
Arrows Bandit Mega Knight
Arrows
Bats
Arrows Bandit Electro Wizard Mega Knight
Arrows Mega Knight Little Prince
Mega Knight
Arrows
Arrows
Arrows Mega Knight Little Prince
Arrows Bandit Electro Wizard
Arrows Bandit Mega Knight
Arrows Bandit
Bats Arrows Electro Wizard Little Prince
Electro Wizard Bats
Arrows Bandit Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows
Electro Wizard Bats Bandit
Arrows Electro Wizard
Arrows
Electro Wizard Lumberjack Mega Knight
Arrows
Arrows
Mega Knight
Bats Electro Wizard
Bats Electro Wizard
Bandit Electro Wizard Mega Knight Little Prince

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