My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 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 Wizard Royal Ghost Bandit

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.

Arrows The Log

Punishments

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

Royal Ghost Bandit

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.

Royal Ghost Bandit

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.

Royal Ghost Bandit

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 Skeleton Army Bandit
Giant Snowball
Bats Skeleton Army
Zap
Bats Skeleton Army Bandit
Barbarian Barrel
Wizard Skeleton Army Royal Ghost Bandit
The Log
Skeleton Army Bandit
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Wizard Skeleton Army Royal Ghost Bandit
Fireball
Wizard Skeleton Army Bandit
Poison
Bats Wizard Skeleton Army
Lightning
Wizard Bandit
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard The Log Royal Ghost

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Arrows Skeleton Army Royal Ghost

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.

Skeleton Army

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats The Log Arrows Skeleton Army Royal Ghost Bandit Wizard

Shortest cycle

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

7 Mirror Bats The Log Arrows

Attack Synergies 2 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.

Bats
Bandit
Arrows
Mirror Bandit
Wizard
Royal Ghost Bandit
Mirror
Arrows The Log Skeleton Army Royal Ghost
Skeleton Army
Mirror
The Log
Mirror Bandit
Royal Ghost
Wizard Mirror Bandit
Bandit
Bats Arrows Wizard The Log Royal Ghost

Defense Synergies 2 12

Bats
The Log Bandit
Arrows
Mirror Bandit
Wizard
Skeleton Army The Log Royal Ghost Bandit
Mirror
Arrows Skeleton Army The Log
Skeleton Army
Mirror Wizard The Log Bandit
The Log
Bats Wizard Mirror Skeleton Army Royal Ghost Bandit
Royal Ghost
Wizard The Log
Bandit
Bats Arrows Wizard Skeleton Army 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.

Wizard The Log
Skeleton Army Bats The Log Bandit
Skeleton Army Bats Bandit
Skeleton Army Bats Bandit
Arrows Skeleton Army The Log
Arrows Skeleton Army The Log Bats Royal Ghost Bandit
Bats Arrows Wizard
Arrows The Log Bandit
Skeleton Army
Skeleton Army Royal Ghost Bandit
Bats Skeleton Army Arrows Wizard The Log Royal Ghost Bandit
Arrows Bats Wizard
Skeleton Army Bats Wizard The Log Bandit
Wizard Skeleton Army Bats Arrows The Log Royal Ghost
Skeleton Army Bandit
Skeleton Army The Log Bandit
Wizard Bats Arrows Skeleton Army
Arrows Bats Wizard Skeleton Army The Log Royal Ghost Bandit
Arrows Wizard The Log Bats Royal Ghost Bandit
Wizard Skeleton Army Royal Ghost Bats Arrows The Log Bandit

Counters to secondary win conditions

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

Skeleton Army Royal Ghost Bandit
Bandit Arrows Wizard The Log Royal Ghost
Skeleton Army Bandit Bats The Log
Skeleton Army Bats The Log Bandit
Skeleton Army Bandit
Arrows Wizard Bats
Skeleton Army Bats Bandit
Skeleton Army
Bats Skeleton Army The Log Bandit
Skeleton Army
Bats
Skeleton Army Arrows The Log
Skeleton Army Wizard Bandit
Wizard Skeleton Army
Skeleton Army Bats The Log
Bats Arrows Wizard The Log Royal Ghost

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.)

Arrows The Log Royal Ghost Bandit
Arrows The Log Royal Ghost Bandit
Arrows The Log Bandit
Arrows The Log
Wizard Arrows The Log
Arrows Wizard Bats
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard Bandit
Bats
Arrows Wizard The Log Bandit
Arrows Wizard
The Log Bandit
Arrows Bandit
Arrows The Log
Arrows Wizard The Log Bandit
Arrows Wizard The Log Bandit
Arrows
Bats
Arrows Wizard The Log Bandit
Arrows Wizard The Log
The Log
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Wizard
Arrows The Log Wizard Royal Ghost Bandit
Arrows Wizard The Log Bandit
Arrows The Log Bandit
Bats Arrows Wizard
Bats Wizard
Arrows Wizard The Log Bandit
Arrows
Arrows Wizard The Log
Bats Skeleton Army Bandit
Arrows Wizard
Arrows The Log
Wizard
Arrows The Log Wizard
Arrows
Bats The Log
Bats
The Log Royal Ghost Bandit

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