My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
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.

Spear Goblins Bats Wizard 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.

Spear Goblins Bats Wizard 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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado 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.

Spear Goblins Bats Guards Tornado 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.

Wizard 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 The Log Guards Tornado Electro Wizard Wizard Mega Knight

Shortest cycle

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

9 Spear Goblins Bats The Log Guards

Attack Synergies 2 7

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
Mega Knight
Bats
Mega Knight
Wizard
Tornado Mega Knight
Guards
The Log
Tornado
Wizard The Log Mega Knight
The Log
Guards Tornado Mega Knight
Electro Wizard
Mega Knight
Mega Knight
Bats Spear Goblins Wizard Tornado The Log Electro Wizard

Defense Synergies 1 20

Spear Goblins
Bats Guards The Log Electro Wizard Mega Knight
Bats
Spear Goblins The Log Electro Wizard Mega Knight
Wizard
Tornado Guards The Log Electro Wizard Mega Knight
Guards
Spear Goblins Wizard The Log Electro Wizard
Tornado
Wizard The Log Electro Wizard Mega Knight
The Log
Spear Goblins Bats Wizard Guards Tornado Electro Wizard Mega Knight
Electro Wizard
Spear Goblins Bats Wizard Guards Tornado The Log Mega Knight
Mega Knight
Spear Goblins Bats Wizard Tornado 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 Wizard The Log Electro Wizard
Bats The Log Electro Wizard Mega Knight
Tornado Mega Knight Bats Electro Wizard
Bats Guards Electro Wizard Mega Knight
Tornado The Log Mega Knight
Tornado The Log Spear Goblins Bats Guards Electro Wizard Mega Knight
Bats Tornado Electro Wizard Spear Goblins Wizard
The Log Electro Wizard Mega Knight
Tornado
Guards Tornado Spear Goblins Electro Wizard Mega Knight
Bats Guards Electro Wizard Spear Goblins Wizard Tornado The Log Mega Knight
Spear Goblins Bats Wizard Tornado Electro Wizard
Mega Knight Bats Wizard Guards The Log Electro Wizard
Wizard Mega Knight Bats Guards Tornado The Log Electro Wizard
Electro Wizard Mega Knight
Tornado The Log Electro Wizard Mega Knight
Wizard Mega Knight Bats Tornado Electro Wizard
Mega Knight Spear Goblins Bats Wizard Guards Tornado The Log Electro Wizard
Wizard Tornado The Log Spear Goblins Bats Guards Electro Wizard Mega Knight
Tornado Electro Wizard
Wizard Mega Knight Spear Goblins Bats Guards The Log Electro Wizard

Counters to secondary win conditions

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

Guards Mega Knight Spear Goblins Electro Wizard
Electro Wizard Wizard The Log Mega Knight
Guards Mega Knight Spear Goblins Bats The Log Electro Wizard
Guards Mega Knight Bats Tornado The Log Electro Wizard
Guards Mega Knight
Wizard Bats Tornado Electro Wizard
Guards Spear Goblins Bats Electro Wizard
Mega Knight
Electro Wizard Mega Knight Spear Goblins Bats Tornado The Log
Guards
Mega Knight Bats Guards
Mega Knight Guards Tornado The Log Electro Wizard
Mega Knight Wizard Guards
Wizard Mega Knight
Guards Electro Wizard Spear Goblins Bats Tornado The Log
Bats Mega Knight Wizard 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.)

Guards The Log
Tornado The Log Electro Wizard
The Log
Guards The Log
Wizard The Log Mega Knight
Wizard Spear Goblins Bats Tornado
Wizard Tornado The Log
The Log Wizard Tornado
The Log Wizard Tornado
Bats Guards Tornado Electro Wizard
Wizard Tornado The Log Electro Wizard
Wizard Tornado
The Log
The Log
Spear Goblins Wizard The Log
Wizard The Log Mega Knight
Tornado
Bats
Wizard The Log Electro Wizard Mega Knight
Wizard Tornado The Log Mega Knight
The Log Mega Knight
Wizard Tornado
Tornado The Log
The Log
Tornado The Log Wizard Mega Knight
The Log Wizard Tornado Electro Wizard
Wizard Tornado The Log Mega Knight
Tornado The Log
Bats Wizard Tornado Electro Wizard
Electro Wizard Bats Wizard Guards
Wizard The Log Mega Knight
Electro Wizard
Mega Knight
Wizard The Log
Electro Wizard Spear Goblins Bats Guards
Wizard Tornado Electro Wizard
The Log
Wizard Electro Wizard Mega Knight
The Log Wizard
Tornado
Mega Knight
Bats Guards Tornado The Log Electro Wizard
Bats Tornado Electro Wizard
Tornado The Log Electro Wizard Mega Knight

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