My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Bats Mega Minion 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 Mega Minion Giant Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Rage Poison

Punishments

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

Giant

Pump responses

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

Poison

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 Giant

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

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
Giant Snowball
Bats Mega Minion
Zap
Bats
Barbarian Barrel
Electro Spirit Knight Wizard
The Log
Electro Spirit
Earthquake
Arrows
Electro Spirit Bats
Royal Delivery
Electro Spirit Bats Knight Mega Minion Wizard
Fireball
Mega Minion Wizard
Poison
Bats Mega Minion Wizard
Lightning
Knight Mega Minion Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Wizard Poison

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Wizard Poison

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 Minion Rage Poison

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Electro Spirit Bats Rage Knight Mega Minion Poison Giant Wizard

Shortest cycle

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

8 Electro Spirit Bats Rage Knight

Attack Synergies 7 8

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
Mega Minion Giant
Bats
Knight Giant Mega Minion Rage
Knight
Bats Mega Minion Wizard Poison
Mega Minion
Electro Spirit Knight Giant Bats Poison
Giant
Bats Mega Minion Rage Poison Electro Spirit Wizard
Wizard
Knight Giant Rage
Rage
Giant Bats Wizard
Poison
Giant Knight Mega Minion

Defense Synergies 3 3

Electro Spirit
Mega Minion
Bats
Knight
Knight
Bats Mega Minion Wizard Poison
Mega Minion
Electro Spirit Knight Wizard
Giant
Wizard
Knight Mega Minion
Rage
Poison
Knight

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.

Knight Mega Minion Wizard
Bats Knight Mega Minion
Bats Knight Mega Minion
Bats Knight Mega Minion
Poison
Electro Spirit Bats Mega Minion
Bats Mega Minion Electro Spirit Wizard Poison
Electro Spirit Poison
Knight
Bats Poison Electro Spirit Knight Mega Minion Wizard
Mega Minion Bats Wizard Poison
Bats Knight Wizard
Wizard Electro Spirit Bats Mega Minion Poison
Knight
Wizard Bats Knight Poison
Electro Spirit Bats Knight Mega Minion Wizard
Wizard Poison Electro Spirit Bats Knight Mega Minion
Wizard Electro Spirit Bats Knight Poison

Counters to secondary win conditions

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

Knight
Poison Knight Mega Minion Wizard
Bats Knight
Bats Knight
Knight
Wizard Poison Electro Spirit Bats
Bats Knight Mega Minion
Knight
Electro Spirit Bats Knight Mega Minion Poison
Mega Minion
Bats Knight Mega Minion
Poison
Knight Wizard
Wizard
Electro Spirit Bats Knight Mega Minion Poison
Bats Poison Electro Spirit Mega Minion 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.)

Poison Knight
Poison
Poison
Knight Poison
Wizard Poison
Wizard Poison Electro Spirit Bats Mega Minion
Wizard Poison
Poison Wizard
Poison Wizard
Bats Poison
Poison Knight Wizard
Poison Wizard
Poison Knight
Poison
Poison
Wizard Poison
Wizard Poison
Poison
Bats
Mega Minion Wizard Poison
Wizard Poison
Poison
Wizard Poison
Poison
Poison Electro Spirit Wizard
Mega Minion
Poison Wizard
Wizard Poison
Poison
Poison Bats Wizard
Electro Spirit Bats Mega Minion Wizard Poison
Mega Minion
Poison Wizard
Electro Spirit Poison
Wizard Poison
Electro Spirit Bats
Poison Mega Minion Wizard
Poison Knight Mega Minion Wizard
Wizard Poison
Poison
Mega Minion
Electro Spirit Bats Poison
Bats Poison
Poison

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