My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Minions Baby Dragon Magic Archer

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 Knight Giant Baby Dragon Royal Ghost Magic Archer

Offensive cards

Win conditions

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

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.

Giant Royal Ghost

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.

Knight Giant Baby Dragon Royal Ghost Magic Archer

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 Magic Archer

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 Minions Giant
Giant Snowball
Bats Minions Baby Dragon
Zap
Bats Minions
Barbarian Barrel
Knight Royal Ghost Magic Archer
The Log
Earthquake
Arrows
Bats Minions
Royal Delivery
Bats Knight Minions Baby Dragon Royal Ghost Magic Archer
Fireball
Minions Baby Dragon Magic Archer
Poison
Bats Minions Magic Archer
Lightning
Knight Baby Dragon Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon The Log Royal Ghost Magic Archer

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 Knight Baby Dragon Royal Ghost

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.

Minions

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.

Bats The Log Knight Minions Royal Ghost Baby Dragon Magic Archer Giant

Shortest cycle

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

10 Bats The Log Knight Minions

Attack Synergies 5 11

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
Knight Giant Minions Baby Dragon
Knight
Bats Minions Baby Dragon The Log Magic Archer
Minions
Knight Giant Bats Baby Dragon
Giant
Bats Minions Baby Dragon The Log Royal Ghost Magic Archer
Baby Dragon
Knight Bats Minions Giant
The Log
Knight Giant Magic Archer
Royal Ghost
Giant Magic Archer
Magic Archer
Knight Giant The Log Royal Ghost

Defense Synergies 3 10

Bats
Knight Minions Baby Dragon The Log
Knight
Bats Minions Magic Archer Baby Dragon The Log
Minions
Knight Bats Baby Dragon The Log
Giant
Baby Dragon
Bats Knight Minions The Log
The Log
Bats Knight Minions Baby Dragon Royal Ghost Magic Archer
Royal Ghost
The Log
Magic Archer
Knight 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.

Knight Minions Baby Dragon The Log Magic Archer
Bats Knight Minions The Log
Bats Knight Minions
Bats Knight Minions
The Log
The Log Bats Minions Baby Dragon Royal Ghost Magic Archer
Bats Minions Baby Dragon Magic Archer
Baby Dragon The Log Magic Archer
Minions
Knight Royal Ghost
Bats Minions Knight Baby Dragon The Log Royal Ghost Magic Archer
Minions Bats Baby Dragon Magic Archer
Bats Knight Minions The Log
Bats Minions Baby Dragon The Log Royal Ghost Magic Archer
Knight
The Log
Bats Knight Minions
Bats Knight Minions Baby Dragon The Log Royal Ghost Magic Archer
Baby Dragon The Log Bats Knight Minions Royal Ghost Magic Archer
Royal Ghost Bats Knight Minions Baby Dragon The Log

Counters to secondary win conditions

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

Knight Royal Ghost
Knight Baby Dragon The Log Royal Ghost Magic Archer
Bats Knight Minions The Log
Bats Knight The Log
Knight
Bats Minions Baby Dragon Magic Archer
Bats Knight Minions
Knight
Bats Knight Minions Baby Dragon The Log Magic Archer
Bats Knight Minions
The Log
Knight
Baby Dragon Magic Archer
Bats Knight Minions Baby Dragon The Log Magic Archer
Bats Minions Baby Dragon The Log Royal Ghost Magic Archer

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.)

Magic Archer Knight Baby Dragon The Log Royal Ghost
Baby Dragon The Log Royal Ghost Magic Archer
Baby Dragon The Log Magic Archer
Knight The Log
Baby Dragon The Log Magic Archer
Bats Minions Baby Dragon Magic Archer
Baby Dragon The Log Magic Archer
The Log Baby Dragon Magic Archer
The Log
Bats Minions
Knight The Log Magic Archer
Baby Dragon Magic Archer
Knight Baby Dragon The Log Magic Archer
Minions Baby Dragon Magic Archer
Baby Dragon The Log Magic Archer
Baby Dragon The Log Magic Archer
Magic Archer Baby Dragon The Log
Bats Minions
Baby Dragon The Log Magic Archer
Baby Dragon The Log Magic Archer
Minions Baby Dragon The Log Magic Archer
The Log
Baby Dragon The Log
The Log Baby Dragon Magic Archer
The Log Baby Dragon Royal Ghost Magic Archer
Baby Dragon The Log Magic Archer
Baby Dragon The Log Magic Archer
Bats Baby Dragon Magic Archer
Bats Minions
The Log Magic Archer
Magic Archer
The Log Magic Archer
Bats Minions Magic Archer
Baby Dragon Magic Archer
The Log
Knight Baby Dragon Magic Archer
The Log Baby Dragon Magic Archer
Bats Minions Baby Dragon The Log Magic Archer
Bats Magic Archer
Baby Dragon The Log Royal Ghost Magic Archer

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