My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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 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 Ice Wizard Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Barbarian Hut

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 Barbarian Hut Elixir Collector Ice Wizard Night Witch 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.

Elixir Collector

Dropped at the bridge

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

Mega Knight

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 Night Witch
Giant Snowball
Bats Night Witch
Zap
Bats Night Witch
Barbarian Barrel
Wizard Barbarian Hut Ice Wizard Night Witch
The Log
Barbarian Hut
Earthquake
Barbarian Hut Elixir Collector
Arrows
Bats Night Witch
Royal Delivery
Bats Wizard Ice Wizard Night Witch
Fireball
Wizard Barbarian Hut Elixir Collector Ice Wizard Night Witch
Poison
Bats Wizard Barbarian Hut Elixir Collector Ice Wizard Night Witch
Lightning
Wizard Barbarian Hut Elixir Collector Ice Wizard Night Witch
Rocket
Wizard Barbarian Hut Elixir Collector Night Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log Ice Wizard Mega Knight

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 Elixir Collector Ice Wizard Night Witch 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 Ice 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.

Bats The Log Ice Wizard Night Witch Wizard Barbarian Hut Elixir Collector Mega Knight

Shortest cycle

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

11 Bats The Log Ice Wizard Night Witch

Attack Synergies 2 4

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
Barbarian Hut Mega Knight
Wizard
Mega Knight
Barbarian Hut
Bats Ice Wizard
Elixir Collector
The Log
Mega Knight
Ice Wizard
Barbarian Hut
Night Witch
Mega Knight
Mega Knight
Bats Wizard The Log Night Witch

Defense Synergies 1 14

Bats
Barbarian Hut The Log Ice Wizard Mega Knight
Wizard
The Log Ice Wizard Mega Knight
Barbarian Hut
Bats The Log Ice Wizard
Elixir Collector
The Log
Bats Wizard Barbarian Hut Ice Wizard Night Witch Mega Knight
Ice Wizard
Bats Wizard Barbarian Hut The Log Night Witch Mega Knight
Night Witch
The Log Ice Wizard Mega Knight
Mega Knight
Bats Wizard The Log Ice Wizard Night Witch

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.

Barbarian Hut Wizard The Log
Barbarian Hut Bats The Log Ice Wizard Night Witch Mega Knight
Barbarian Hut Mega Knight Bats Ice Wizard Night Witch
Barbarian Hut Night Witch Bats Ice Wizard Mega Knight
The Log Mega Knight
The Log Bats Ice Wizard Night Witch Mega Knight
Bats Wizard Barbarian Hut Ice Wizard Night Witch
Barbarian Hut The Log Mega Knight
Barbarian Hut Ice Wizard Night Witch
Ice Wizard Night Witch Mega Knight
Bats Ice Wizard Wizard The Log Night Witch Mega Knight
Bats Wizard Barbarian Hut Ice Wizard Night Witch
Barbarian Hut Night Witch Mega Knight Bats Wizard The Log Ice Wizard
Wizard Barbarian Hut Mega Knight Bats The Log Night Witch
Barbarian Hut Mega Knight
Barbarian Hut The Log Mega Knight
Wizard Barbarian Hut Mega Knight Bats Night Witch
Mega Knight Bats Wizard Barbarian Hut The Log Ice Wizard Night Witch
Wizard The Log Bats Barbarian Hut Ice Wizard Mega Knight
Barbarian Hut
Wizard Mega Knight Bats The Log Night Witch

Counters to secondary win conditions

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

Barbarian Hut Mega Knight
Wizard The Log Mega Knight
Mega Knight Bats Barbarian Hut The Log
Mega Knight Bats Barbarian Hut The Log Night Witch
Barbarian Hut Night Witch Mega Knight
Wizard Bats Ice Wizard
Bats Barbarian Hut Ice Wizard Night Witch
Mega Knight Barbarian Hut
Mega Knight Bats Barbarian Hut The Log
Barbarian Hut
Mega Knight Bats
Mega Knight The Log
Mega Knight Wizard Barbarian Hut Night Witch
Wizard Barbarian Hut Mega Knight
Bats Barbarian Hut The Log Night Witch
Bats Mega Knight Wizard Barbarian Hut The Log Ice 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.)

Barbarian Hut The Log
The Log Ice Wizard
Barbarian Hut The Log
Barbarian Hut The Log
Wizard The Log Mega Knight
Wizard Bats Ice Wizard
Wizard The Log
The Log Wizard Barbarian Hut Ice Wizard
The Log Wizard
Bats Night Witch
Wizard The Log
Wizard
Barbarian Hut The Log
Barbarian Hut The Log
Wizard Barbarian Hut The Log
Wizard Barbarian Hut The Log Mega Knight
Bats Night Witch
Wizard The Log Mega Knight
Wizard The Log Mega Knight
The Log Night Witch Mega Knight
Wizard
The Log
Barbarian Hut The Log
The Log Wizard Ice Wizard Mega Knight
The Log Wizard Ice Wizard
Wizard The Log Mega Knight
The Log
Bats Wizard Ice Wizard Night Witch
Bats Wizard
Night Witch
Wizard The Log Night Witch Mega Knight
Mega Knight
Wizard The Log
Bats Barbarian Hut Night Witch
Wizard Ice Wizard
The Log
Wizard Mega Knight
The Log Wizard
Mega Knight
Bats The Log
Bats
The Log Mega Knight

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