My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Mediocre

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 Wizard Inferno Dragon

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.

Skeletons Bats Tesla Wizard Inferno Dragon 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.

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.

Electro Spirit 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 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
Skeletons Bats Inferno Dragon
Giant Snowball
Skeletons Bats Inferno Dragon
Zap
Skeletons Bats Inferno Dragon
Barbarian Barrel
Skeletons Electro Spirit Tesla Wizard
The Log
Skeletons Electro Spirit
Earthquake
Skeletons Tesla
Arrows
Skeletons Electro Spirit Bats
Royal Delivery
Skeletons Electro Spirit Bats Wizard Inferno Dragon
Fireball
Tesla Wizard Inferno Dragon
Poison
Bats Wizard
Lightning
Tesla Wizard Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Wizard 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.

Electro Spirit Bats Inferno Dragon 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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Bats The Log Tesla Inferno Dragon Wizard Mega Knight

Shortest cycle

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

6 Skeletons Electro Spirit Bats The Log

Attack Synergies 2 3

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.

Skeletons
Electro Spirit
Bats
Mega Knight Inferno Dragon
Tesla
Wizard
Mega Knight
The Log
Mega Knight
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Wizard The Log

Defense Synergies 2 17

Skeletons
Tesla Electro Spirit Bats Wizard The Log Inferno Dragon
Electro Spirit
Skeletons The Log
Bats
Skeletons Tesla The Log Inferno Dragon Mega Knight
Tesla
Skeletons The Log Bats Wizard Inferno Dragon
Wizard
Skeletons Tesla The Log Mega Knight
The Log
Tesla Skeletons Electro Spirit Bats Wizard Inferno Dragon Mega Knight
Inferno Dragon
Skeletons Bats Tesla The Log Mega Knight
Mega Knight
Bats Wizard The Log Inferno Dragon

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 Wizard The Log
Inferno Dragon Skeletons Bats Tesla The Log Mega Knight
Tesla Mega Knight Skeletons Bats Inferno Dragon
Tesla Inferno Dragon Skeletons Bats Mega Knight
The Log Mega Knight
The Log Skeletons Electro Spirit Bats Tesla Mega Knight
Bats Tesla Inferno Dragon Electro Spirit Wizard
Electro Spirit Tesla The Log Mega Knight
Tesla Inferno Dragon Skeletons
Skeletons Tesla Mega Knight
Bats Skeletons Electro Spirit Tesla Wizard The Log Mega Knight
Tesla Inferno Dragon Bats Wizard
Tesla Mega Knight Skeletons Bats Wizard The Log
Wizard Mega Knight Electro Spirit Bats Tesla The Log
Inferno Dragon Tesla Mega Knight
Tesla The Log Inferno Dragon Mega Knight
Tesla Wizard Mega Knight Skeletons Bats
Tesla Mega Knight Electro Spirit Bats Wizard The Log
Wizard The Log Electro Spirit Bats Tesla Inferno Dragon Mega Knight
Tesla Inferno Dragon
Wizard Mega Knight Electro Spirit Bats Tesla The Log

Counters to secondary win conditions

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

Mega Knight Skeletons Tesla
Tesla Wizard The Log Inferno Dragon Mega Knight
Mega Knight Skeletons Bats The Log
Mega Knight Bats Tesla The Log
Skeletons Tesla Inferno Dragon Mega Knight
Wizard Skeletons Electro Spirit Bats Tesla
Skeletons Bats Tesla
Mega Knight Tesla Inferno Dragon
Mega Knight Skeletons Electro Spirit Bats The Log Inferno Dragon
Skeletons Tesla Inferno Dragon
Inferno Dragon Mega Knight Bats Tesla
Mega Knight The Log
Mega Knight Skeletons Tesla Wizard
Wizard Tesla Mega Knight
Tesla Skeletons Electro Spirit Bats The Log Inferno Dragon
Bats Mega Knight Electro Spirit Tesla Wizard The Log Inferno Dragon

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
The Log
The Log
The Log
Wizard The Log Mega Knight
Wizard Electro Spirit Bats
Wizard The Log
The Log Wizard
The Log Wizard
Bats
Wizard The Log
Wizard
The Log
The Log
Wizard The Log
Wizard The Log Mega Knight
Bats
Wizard The Log Mega Knight
Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
The Log Electro Spirit Wizard Mega Knight
Inferno Dragon
The Log Wizard
Wizard The Log Mega Knight
The Log
Bats Wizard
Electro Spirit Bats Wizard
Wizard The Log Mega Knight
Electro Spirit
Mega Knight
Wizard The Log
Electro Spirit Bats
Wizard
The Log
Wizard Mega Knight
The Log Wizard
Mega Knight
Electro Spirit Bats The Log
Bats
The Log Mega Knight

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