My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
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 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 Minion Horde Baby Dragon 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.

Bats Baby Dragon Balloon Giant Skeleton Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Balloon

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.

Balloon 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.

Minion Horde Baby Dragon Balloon Giant Skeleton 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.

Balloon Giant Skeleton 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
Bats Minion Horde Balloon Giant Skeleton
Giant Snowball
Bats Minion Horde Baby Dragon Balloon
Zap
Bats Minion Horde Balloon
Barbarian Barrel
Giant Skeleton Electro Wizard
The Log
Giant Skeleton
Earthquake
Arrows
Bats Minion Horde
Royal Delivery
Bats Minion Horde Baby Dragon Balloon Giant Skeleton Electro Wizard
Fireball
Minion Horde Baby Dragon Balloon Electro Wizard
Poison
Bats Minion Horde Balloon Electro Wizard
Lightning
Baby Dragon Balloon Electro Wizard
Rocket
Minion Horde Balloon

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon 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.

Bats Baby Dragon Giant Skeleton 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.

Minion Horde 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.

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 Baby Dragon Electro Wizard Minion Horde Balloon Giant Skeleton Mega Knight

Shortest cycle

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

12 Bats The Log Baby Dragon Electro Wizard

Attack Synergies 4 14

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
Balloon Giant Skeleton Mega Knight Baby Dragon
Minion Horde
Mega Knight Giant Skeleton
Baby Dragon
Bats Balloon Giant Skeleton Electro Wizard Mega Knight
Balloon
Bats Baby Dragon Giant Skeleton The Log Electro Wizard Mega Knight
Giant Skeleton
Bats Minion Horde Baby Dragon Balloon The Log Electro Wizard
The Log
Balloon Giant Skeleton Mega Knight
Electro Wizard
Baby Dragon Balloon Giant Skeleton Mega Knight
Mega Knight
Bats Minion Horde Baby Dragon Balloon The Log Electro Wizard

Defense Synergies 0 14

Bats
Baby Dragon Giant Skeleton The Log Electro Wizard Mega Knight
Minion Horde
The Log
Baby Dragon
Bats Giant Skeleton The Log Mega Knight
Balloon
Giant Skeleton
Bats Baby Dragon The Log Electro Wizard
The Log
Bats Minion Horde Baby Dragon Giant Skeleton Electro Wizard Mega Knight
Electro Wizard
Bats Giant Skeleton The Log Mega Knight
Mega Knight
Bats Baby Dragon The Log Electro Wizard

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.

Minion Horde Baby Dragon The Log Electro Wizard
Minion Horde Bats The Log Electro Wizard Mega Knight
Minion Horde Mega Knight Bats Giant Skeleton Electro Wizard
Minion Horde Bats Electro Wizard Mega Knight
Giant Skeleton The Log Mega Knight
The Log Bats Baby Dragon Electro Wizard Mega Knight
Bats Minion Horde Electro Wizard Baby Dragon
Baby Dragon Giant Skeleton The Log Electro Wizard Mega Knight
Minion Horde
Minion Horde Giant Skeleton Electro Wizard Mega Knight
Bats Minion Horde Electro Wizard Baby Dragon Giant Skeleton The Log Mega Knight
Minion Horde Bats Baby Dragon Electro Wizard
Minion Horde Mega Knight Bats Giant Skeleton The Log Electro Wizard
Mega Knight Bats Minion Horde Baby Dragon The Log Electro Wizard
Minion Horde Electro Wizard Mega Knight
Minion Horde The Log Electro Wizard Mega Knight
Minion Horde Mega Knight Bats Electro Wizard
Mega Knight Bats Minion Horde Baby Dragon The Log Electro Wizard
Baby Dragon The Log Bats Giant Skeleton Electro Wizard Mega Knight
Electro Wizard
Mega Knight Bats Minion Horde Baby Dragon Giant Skeleton The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight Giant Skeleton Electro Wizard
Electro Wizard Baby Dragon The Log Mega Knight
Giant Skeleton Mega Knight Bats Minion Horde The Log Electro Wizard
Giant Skeleton Mega Knight Bats Minion Horde The Log Electro Wizard
Giant Skeleton Minion Horde Mega Knight
Bats Minion Horde Baby Dragon Electro Wizard
Bats Minion Horde Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight Minion Horde
Minion Horde Giant Skeleton Electro Wizard Mega Knight Bats Baby Dragon The Log
Minion Horde
Mega Knight Bats Minion Horde Giant Skeleton
Mega Knight Giant Skeleton The Log Electro Wizard
Giant Skeleton Mega Knight Minion Horde
Minion Horde Baby Dragon Mega Knight
Electro Wizard Bats Minion Horde Baby Dragon Giant Skeleton The Log
Bats Mega Knight Minion Horde Baby Dragon Giant Skeleton 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.)

Minion Horde Baby Dragon Giant Skeleton The Log
Baby Dragon The Log Electro Wizard
Minion Horde Baby Dragon Giant Skeleton The Log
Giant Skeleton The Log
Minion Horde Baby Dragon The Log Mega Knight
Bats Minion Horde Baby Dragon
Minion Horde Baby Dragon The Log
The Log Baby Dragon
The Log
Bats Minion Horde Electro Wizard
Minion Horde The Log Electro Wizard
Baby Dragon
Baby Dragon The Log
Minion Horde Baby Dragon
Baby Dragon The Log
Minion Horde Baby Dragon The Log
Minion Horde Baby Dragon The Log Mega Knight
Bats Minion Horde
Baby Dragon The Log Electro Wizard Mega Knight
Baby Dragon The Log Mega Knight
Minion Horde Baby Dragon Giant Skeleton The Log Mega Knight
The Log
Minion Horde Baby Dragon The Log
The Log Baby Dragon Mega Knight
Minion Horde
The Log Baby Dragon Electro Wizard
Baby Dragon The Log Mega Knight
Baby Dragon The Log
Bats Minion Horde Baby Dragon Electro Wizard
Electro Wizard Bats Minion Horde
Minion Horde
Minion Horde The Log Mega Knight
Minion Horde Electro Wizard
Minion Horde Giant Skeleton Mega Knight
The Log
Minion Horde Electro Wizard Bats
Baby Dragon Electro Wizard
The Log
Minion Horde Baby Dragon Electro Wizard Mega Knight
The Log Baby Dragon
Giant Skeleton
Minion Horde Mega Knight
Bats Minion Horde Baby Dragon Giant Skeleton The Log Electro Wizard
Bats Electro Wizard
Baby Dragon Giant Skeleton The Log Electro Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: