My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Bad
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 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 Minions Wizard 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 Wizard Bandit Electro Wizard Lumberjack

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.

Zap The Log

Punishments

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

Bandit Lumberjack

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.

Bandit Lumberjack

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.

Bandit Electro Wizard Lumberjack

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 Bandit
Giant Snowball
Bats Minions Lumberjack
Zap
Bats Minions Bandit
Barbarian Barrel
Wizard Bandit Electro Wizard Lumberjack
The Log
Bandit Lumberjack
Earthquake
Arrows
Bats Minions
Royal Delivery
Bats Minions Wizard Bandit Electro Wizard Lumberjack
Fireball
Minions Wizard Bandit Electro Wizard Lumberjack
Poison
Bats Minions Wizard Electro Wizard
Lightning
Wizard Bandit Electro Wizard Lumberjack
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard The Log

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

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 Wizard 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 Zap The Log Minions Bandit Electro Wizard Lumberjack Wizard

Shortest cycle

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

9 Bats Zap The Log Minions

Attack Synergies 1 17

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
Zap Minions Bandit Lumberjack
Zap
Electro Wizard Bats Minions The Log Bandit Lumberjack
Minions
Bats Zap Bandit Lumberjack
Wizard
Bandit Lumberjack
The Log
Zap Bandit Lumberjack
Bandit
Bats Zap Minions Wizard The Log Electro Wizard Lumberjack
Electro Wizard
Zap Bandit Lumberjack
Lumberjack
Bats Zap Minions Wizard The Log Bandit Electro Wizard

Defense Synergies 1 24

Bats
Zap Minions The Log Bandit Electro Wizard Lumberjack
Zap
Electro Wizard Bats Minions The Log Bandit Lumberjack
Minions
Bats Zap The Log Bandit Electro Wizard Lumberjack
Wizard
The Log Bandit Electro Wizard Lumberjack
The Log
Bats Zap Minions Wizard Bandit Electro Wizard Lumberjack
Bandit
Bats Zap Minions Wizard The Log Electro Wizard Lumberjack
Electro Wizard
Zap Bats Minions Wizard The Log Bandit Lumberjack
Lumberjack
Bats Zap Minions Wizard The Log Bandit 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.

Zap Minions Wizard The Log Electro Wizard
Lumberjack Bats Zap Minions The Log Bandit Electro Wizard
Lumberjack Bats Minions Bandit Electro Wizard
Lumberjack Bats Minions Bandit Electro Wizard
The Log Lumberjack
The Log Bats Zap Minions Bandit Electro Wizard Lumberjack
Bats Minions Electro Wizard Zap Wizard
Zap The Log Bandit Electro Wizard
Minions Lumberjack
Bandit Electro Wizard Lumberjack
Bats Minions Electro Wizard Zap Wizard The Log Bandit Lumberjack
Minions Bats Zap Wizard Electro Wizard
Lumberjack Bats Zap Minions Wizard The Log Bandit Electro Wizard
Wizard Bats Zap Minions The Log Electro Wizard Lumberjack
Bandit Electro Wizard Lumberjack
Zap The Log Bandit Electro Wizard Lumberjack
Wizard Bats Minions Electro Wizard Lumberjack
Bats Zap Minions Wizard The Log Bandit Electro Wizard Lumberjack
Zap Wizard The Log Bats Minions Bandit Electro Wizard Lumberjack
Electro Wizard Lumberjack
Wizard Bats Minions The Log Bandit Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap Bandit Electro Wizard
Bandit Electro Wizard Zap Wizard The Log Lumberjack
Bandit Lumberjack Bats Zap Minions The Log Electro Wizard
Lumberjack Bats Zap The Log Bandit Electro Wizard
Bandit Lumberjack
Wizard Bats Zap Minions Electro Wizard
Bats Minions Bandit Electro Wizard Lumberjack
Lumberjack
Zap Electro Wizard Bats Minions The Log Bandit
Bats Minions Lumberjack
Zap The Log Electro Wizard
Wizard Bandit Lumberjack
Wizard
Electro Wizard Bats Zap Minions The Log Lumberjack
Bats Minions Zap Wizard 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.)

The Log Bandit
Zap The Log Bandit Electro Wizard
The Log Bandit
The Log
Wizard Zap The Log
Wizard Bats Zap Minions
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard Bandit
Bats Minions Electro Wizard Lumberjack
Zap Wizard The Log Bandit Electro Wizard
Zap Wizard
The Log Bandit
Minions Bandit
Zap The Log
Zap Wizard The Log Bandit
Wizard The Log Bandit
Bats Minions
Zap Wizard The Log Bandit Electro Wizard
Zap Wizard The Log
Minions The Log
Wizard
The Log
Zap The Log
Zap The Log Wizard
The Log Zap Wizard Bandit Electro Wizard
Zap Wizard The Log Bandit
Zap The Log Bandit
Bats Zap Wizard Electro Wizard
Zap Electro Wizard Bats Minions Wizard
Zap Wizard The Log Bandit
Zap Electro Wizard
Wizard The Log
Zap Electro Wizard Bats Minions Bandit
Zap Wizard Electro Wizard
The Log
Wizard Electro Wizard Lumberjack
The Log Zap Wizard
Zap
Zap Bats Minions The Log Electro Wizard
Bats Zap Electro Wizard
Zap The Log Bandit Electro Wizard

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