My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Great!
Versatility
Godly!
F2P score
RIP

1 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Hunter 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 Royal Giant Hunter Giant Skeleton Fisherman Electro Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Earthquake The Log

Punishments

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

Royal Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Giant Giant Skeleton

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.

Giant Skeleton 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 Royal Giant Giant Skeleton Fisherman
Giant Snowball
Bats Fisherman
Zap
Bats Royal Giant Fisherman
Barbarian Barrel
Hunter Giant Skeleton Electro Wizard
The Log
Royal Giant Hunter Giant Skeleton Fisherman
Earthquake
Arrows
Bats
Royal Delivery
Bats Hunter Giant Skeleton Fisherman Electro Wizard
Fireball
Hunter Fisherman Electro Wizard
Poison
Bats Hunter Fisherman Electro Wizard
Lightning
Hunter Fisherman Electro Wizard
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Hunter The Log

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 Giant Skeleton

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant

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 The Log Earthquake Fisherman Hunter Electro Wizard Royal Giant Giant Skeleton

Shortest cycle

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

10 Bats The Log Earthquake Fisherman

Attack Synergies 6 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
Royal Giant Giant Skeleton Fisherman
Royal Giant
Bats Earthquake Hunter Fisherman Giant Skeleton The Log Electro Wizard
Earthquake
Royal Giant Hunter Giant Skeleton The Log
Hunter
Royal Giant Fisherman Earthquake Giant Skeleton
Giant Skeleton
Bats Royal Giant Earthquake Hunter The Log Fisherman Electro Wizard
The Log
Royal Giant Earthquake Giant Skeleton Fisherman
Fisherman
Royal Giant Hunter Bats Giant Skeleton The Log
Electro Wizard
Royal Giant Giant Skeleton

Defense Synergies 1 14

Bats
Earthquake Hunter Giant Skeleton The Log Fisherman Electro Wizard
Royal Giant
Earthquake
Bats The Log
Hunter
Fisherman Bats Giant Skeleton The Log Electro Wizard
Giant Skeleton
Bats Hunter The Log Electro Wizard
The Log
Bats Earthquake Hunter Giant Skeleton Fisherman Electro Wizard
Fisherman
Hunter Bats The Log
Electro Wizard
Bats Hunter Giant Skeleton The Log

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.

Earthquake The Log Electro Wizard
Hunter Bats The Log Fisherman Electro Wizard
Hunter Fisherman Bats Giant Skeleton Electro Wizard
Hunter Bats Fisherman Electro Wizard
Earthquake Giant Skeleton The Log
The Log Bats Earthquake Hunter Electro Wizard
Bats Hunter Electro Wizard
Earthquake Giant Skeleton The Log Electro Wizard
Hunter Fisherman
Hunter Giant Skeleton Fisherman Electro Wizard
Bats Electro Wizard Earthquake Hunter Giant Skeleton The Log Fisherman
Hunter Bats Electro Wizard
Hunter Bats Earthquake Giant Skeleton The Log Electro Wizard
Bats Earthquake Hunter The Log Electro Wizard
Hunter Electro Wizard
Hunter The Log Fisherman Electro Wizard
Bats Hunter Fisherman Electro Wizard
Bats Hunter The Log Fisherman Electro Wizard
Earthquake Hunter The Log Bats Giant Skeleton Fisherman Electro Wizard
Hunter Fisherman Electro Wizard
Bats Earthquake Hunter Giant Skeleton The Log Fisherman Electro Wizard

Counters to secondary win conditions

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

Giant Skeleton Fisherman Electro Wizard
Electro Wizard Hunter The Log Fisherman
Giant Skeleton Bats Hunter The Log Fisherman Electro Wizard
Hunter Giant Skeleton Bats The Log Fisherman Electro Wizard
Giant Skeleton Hunter Fisherman
Bats Hunter Electro Wizard
Bats Hunter Giant Skeleton Electro Wizard
Giant Skeleton Hunter Fisherman
Giant Skeleton Electro Wizard Bats The Log
Bats Hunter Giant Skeleton
Giant Skeleton The Log Electro Wizard
Giant Skeleton Hunter
Electro Wizard Bats Hunter Giant Skeleton The Log Fisherman
Bats Earthquake Hunter Giant Skeleton 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.)

Earthquake Giant Skeleton The Log
The Log Fisherman Electro Wizard
Earthquake Giant Skeleton The Log
Earthquake Giant Skeleton The Log
Earthquake The Log
Bats Hunter
Earthquake The Log
Earthquake The Log Hunter
The Log Fisherman
Bats Fisherman Electro Wizard
Earthquake The Log Fisherman Electro Wizard
Earthquake Hunter The Log Fisherman
Earthquake Fisherman
Earthquake The Log Fisherman
Earthquake Hunter The Log
Earthquake The Log
Earthquake
Bats Fisherman
Earthquake Hunter The Log Fisherman Electro Wizard
Earthquake The Log
Earthquake Giant Skeleton The Log
The Log Fisherman
Earthquake The Log
Earthquake The Log Hunter
Fisherman
The Log Earthquake Hunter Fisherman Electro Wizard
The Log Fisherman
The Log Fisherman
Bats Hunter Electro Wizard
Electro Wizard Bats
Earthquake Hunter The Log
Electro Wizard
Giant Skeleton
Earthquake The Log
Earthquake Electro Wizard Bats
Hunter Electro Wizard
The Log
Hunter Electro Wizard
The Log Earthquake
Giant Skeleton
Bats Giant Skeleton The Log Electro Wizard
Bats Electro Wizard
Giant Skeleton The Log Electro Wizard

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