My Best Clash Royale Deck

Deck Check Rating

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

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!

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.

Skeletons Bats Royal Giant Hunter 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.

Fireball 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.

Fireball

Dropped at the bridge

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

Royal 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 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
Skeletons Bats Royal Giant Fisherman
Giant Snowball
Skeletons Bats Fisherman
Zap
Skeletons Bats Royal Giant Fisherman
Barbarian Barrel
Skeletons Hunter Electro Wizard
The Log
Skeletons Royal Giant Hunter Fisherman
Earthquake
Skeletons
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Hunter 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.

Fireball Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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

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 Fireball

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.

Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats The Log Fisherman Fireball Hunter Electro Wizard Royal Giant

Shortest cycle

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

8 Skeletons Bats The Log Fisherman

Attack Synergies 5 6

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
Bats
Royal Giant Fisherman
Royal Giant
Bats Fireball Hunter Fisherman The Log Electro Wizard
Fireball
Royal Giant The Log Electro Wizard
Hunter
Royal Giant Fisherman
The Log
Royal Giant Fireball Fisherman
Fisherman
Royal Giant Hunter Bats The Log
Electro Wizard
Royal Giant Fireball

Defense Synergies 3 13

Skeletons
Fisherman Bats Hunter The Log Electro Wizard
Bats
Skeletons Hunter The Log Fisherman Electro Wizard
Royal Giant
Fireball
The Log Electro Wizard
Hunter
Fisherman Skeletons Bats The Log Electro Wizard
The Log
Fireball Skeletons Bats Hunter Fisherman Electro Wizard
Fisherman
Skeletons Hunter Bats The Log
Electro Wizard
Skeletons Bats Fireball Hunter 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.

Fireball The Log Electro Wizard
Hunter Skeletons Bats The Log Fisherman Electro Wizard
Hunter Fisherman Skeletons Bats Electro Wizard
Hunter Skeletons Bats Fisherman Electro Wizard
Fireball The Log
Fireball The Log Skeletons Bats Hunter Electro Wizard
Bats Hunter Electro Wizard Fireball
Fireball The Log Electro Wizard
Hunter Skeletons Fisherman
Skeletons Hunter Fisherman Electro Wizard
Bats Electro Wizard Skeletons Fireball Hunter The Log Fisherman
Hunter Bats Fireball Electro Wizard
Hunter Skeletons Bats Fireball The Log Electro Wizard
Fireball Bats Hunter The Log Electro Wizard
Hunter Electro Wizard
Fireball Hunter The Log Fisherman Electro Wizard
Skeletons Bats Fireball Hunter Fisherman Electro Wizard
Fireball Bats Hunter The Log Fisherman Electro Wizard
Hunter The Log Bats Fireball Fisherman Electro Wizard
Hunter Fisherman Electro Wizard
Bats Fireball Hunter The Log Fisherman Electro Wizard

Counters to secondary win conditions

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

Skeletons Fireball Fisherman Electro Wizard
Fireball Electro Wizard Hunter The Log Fisherman
Skeletons Bats Hunter The Log Fisherman Electro Wizard
Hunter Bats Fireball The Log Fisherman Electro Wizard
Skeletons Hunter Fisherman
Fireball Skeletons Bats Hunter Electro Wizard
Skeletons Bats Fireball Hunter Electro Wizard
Hunter Fisherman
Electro Wizard Skeletons Bats Fireball The Log
Skeletons
Bats Hunter
Fireball The Log Electro Wizard
Skeletons Fireball Hunter
Fireball
Electro Wizard Skeletons Bats Fireball Hunter The Log Fisherman
Bats Fireball Hunter 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.)

Fireball The Log
Fireball The Log Fisherman Electro Wizard
Fireball The Log
Fireball The Log
Fireball The Log
Fireball Bats Hunter
The Log
Fireball The Log Hunter
Fireball The Log Fisherman
Bats Fireball Fisherman Electro Wizard
Fireball The Log Fisherman Electro Wizard
Fireball
Fireball Hunter The Log Fisherman
Fireball Fisherman
Fireball The Log Fisherman
Fireball Hunter The Log
Fireball The Log
Fireball
Bats Fisherman
Fireball Hunter The Log Fisherman Electro Wizard
Fireball The Log
Fireball The Log
Fireball
The Log Fisherman
Fireball The Log
The Log Fireball Hunter
Fisherman
Fireball The Log Hunter Fisherman Electro Wizard
Fireball The Log Fisherman
Fireball The Log Fisherman
Bats Fireball Hunter Electro Wizard
Electro Wizard Bats Fireball
Fireball
Fireball Hunter The Log
Fireball Electro Wizard
Fireball The Log
Electro Wizard Bats Fireball
Fireball Hunter Electro Wizard
The Log Fireball
Fireball Hunter Electro Wizard
The Log Fireball
Fireball
Bats Fireball The Log Electro Wizard
Bats Fireball Electro Wizard
Fireball The Log Electro Wizard

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