My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Ice Wizard

Defensive buildings

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

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Electro Giant Ice Wizard Royal Ghost Mega Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Electro Giant

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.

Electro Giant Royal Ghost 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 Giant Royal Ghost 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.

Royal Ghost

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

Against air swarms

Spells and units that can counter air swarms.

Electro Giant Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Giant The Log Ice Wizard Royal Ghost 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 Skeleton Army Electro Giant Ice Wizard Royal Ghost Mega Knight

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.

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 Cannon Skeleton Army Ice Wizard Royal Ghost Electro Giant Mega Knight

Shortest cycle

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

10 Bats The Log Cannon Skeleton Army

Attack Synergies 1 2

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
Mega Knight
Cannon
Skeleton Army
Electro Giant
The Log
Mega Knight
Ice Wizard
Royal Ghost
Mega Knight
Mega Knight
Bats The Log Royal Ghost

Defense Synergies 1 16

Bats
Cannon The Log Ice Wizard Mega Knight
Cannon
The Log Bats Skeleton Army Electro Giant Ice Wizard Royal Ghost
Skeleton Army
Cannon The Log Ice Wizard
Electro Giant
Cannon Ice Wizard
The Log
Cannon Bats Skeleton Army Ice Wizard Royal Ghost Mega Knight
Ice Wizard
Bats Cannon Skeleton Army Electro Giant The Log Mega Knight
Royal Ghost
Cannon The Log Mega Knight
Mega Knight
Bats The Log Ice Wizard Royal Ghost

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.

Cannon The Log
Skeleton Army Bats Cannon The Log Ice Wizard Mega Knight
Cannon Skeleton Army Mega Knight Bats Ice Wizard
Cannon Skeleton Army Bats Ice Wizard Mega Knight
Skeleton Army The Log Mega Knight
Skeleton Army The Log Bats Cannon Ice Wizard Royal Ghost Mega Knight
Bats Cannon Ice Wizard
Cannon Electro Giant The Log Mega Knight
Cannon Skeleton Army Ice Wizard
Skeleton Army Cannon Ice Wizard Royal Ghost Mega Knight
Bats Skeleton Army Ice Wizard Cannon Electro Giant The Log Royal Ghost Mega Knight
Bats Ice Wizard
Cannon Skeleton Army Mega Knight Bats The Log Ice Wizard
Skeleton Army Mega Knight Bats Cannon The Log Royal Ghost
Skeleton Army Cannon Mega Knight
Skeleton Army Cannon Electro Giant The Log Mega Knight
Mega Knight Bats Cannon Skeleton Army
Cannon Mega Knight Bats Skeleton Army The Log Ice Wizard Royal Ghost
The Log Bats Cannon Ice Wizard Royal Ghost Mega Knight
Cannon
Skeleton Army Royal Ghost Mega Knight Bats Cannon Electro Giant The Log

Counters to secondary win conditions

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

Skeleton Army Mega Knight Electro Giant Royal Ghost
The Log Royal Ghost Mega Knight
Skeleton Army Mega Knight Bats The Log
Skeleton Army Mega Knight Bats The Log
Cannon Skeleton Army Mega Knight
Electro Giant Bats Ice Wizard
Skeleton Army Bats Ice Wizard
Mega Knight Skeleton Army
Mega Knight Bats Skeleton Army The Log
Cannon Skeleton Army
Mega Knight Bats
Skeleton Army Mega Knight Electro Giant The Log
Skeleton Army Mega Knight Cannon
Cannon Skeleton Army Electro Giant Mega Knight
Skeleton Army Electro Giant Bats The Log
Bats Mega Knight Cannon Electro Giant The Log Ice Wizard Royal Ghost
Cannon

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 Royal Ghost
The Log Ice Wizard Royal Ghost
The Log
The Log
The Log Mega Knight
Electro Giant Bats Ice Wizard
The Log
The Log Ice Wizard
The Log
Bats
The Log
The Log
The Log
The Log
The Log Mega Knight
Bats
The Log Mega Knight
Electro Giant The Log Mega Knight
The Log Mega Knight
The Log
The Log
Electro Giant The Log Ice Wizard Mega Knight
The Log Ice Wizard Royal Ghost
The Log Mega Knight
The Log
Bats Electro Giant Ice Wizard
Bats Electro Giant
The Log Mega Knight
Mega Knight
The Log
Bats Skeleton Army
Ice Wizard
The Log
Mega Knight
The Log
Electro Giant
Mega Knight
Electro Giant Bats The Log
Bats
Electro Giant The Log Royal Ghost Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: