My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Good
F2P score
RIP

2 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Witch 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 Battle Ram Witch Golem Electro Wizard

Offensive cards

Win conditions

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

Battle Ram Golem

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.

Battle Ram

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.

Battle Ram Golem

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.

Golem 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 Battle Ram Skeleton Army Clone
Giant Snowball
Bats Battle Ram Skeleton Army Clone Witch
Zap
Bats Battle Ram Skeleton Army Clone Witch
Barbarian Barrel
Battle Ram Skeleton Army Clone Witch Electro Wizard
The Log
Battle Ram Skeleton Army Clone Witch
Earthquake
Skeleton Army Clone Witch
Arrows
Bats Skeleton Army Clone Witch
Royal Delivery
Bats Battle Ram Skeleton Army Clone Witch Electro Wizard
Fireball
Battle Ram Skeleton Army Clone Witch Electro Wizard
Poison
Bats Skeleton Army Clone Witch Electro Wizard
Lightning
Battle Ram Witch Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

The Log

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 Battle Ram Skeleton Army Clone Golem

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.

Witch 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 Skeleton Army Clone Battle Ram Electro Wizard Witch Golem

Shortest cycle

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

10 Bats The Log Skeleton Army Clone

Attack Synergies 3 10

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
Battle Ram Clone Golem
Battle Ram
The Log Bats Witch Electro Wizard
Skeleton Army
Clone
Clone
Skeleton Army Golem Bats Witch Electro Wizard
Witch
Battle Ram Clone Golem
Golem
Clone Bats Witch The Log Electro Wizard
The Log
Battle Ram Golem
Electro Wizard
Battle Ram Clone Golem

Defense Synergies 0 7

Bats
The Log Electro Wizard
Battle Ram
Skeleton Army
The Log Electro Wizard
Clone
Witch
The Log Electro Wizard
Golem
The Log
Bats Skeleton Army Witch Electro Wizard
Electro Wizard
Bats Skeleton Army Witch 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.

The Log Electro Wizard
Skeleton Army Bats Witch The Log Electro Wizard
Skeleton Army Witch Bats Electro Wizard
Skeleton Army Witch Bats Electro Wizard
Skeleton Army The Log
Skeleton Army The Log Bats Electro Wizard
Bats Electro Wizard Witch
The Log Electro Wizard
Witch Skeleton Army
Skeleton Army Electro Wizard
Bats Skeleton Army Witch Electro Wizard The Log
Bats Witch Electro Wizard
Skeleton Army Bats Witch The Log Electro Wizard
Skeleton Army Bats Witch The Log Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army The Log Electro Wizard
Bats Skeleton Army Witch Electro Wizard
Bats Skeleton Army Witch The Log Electro Wizard
Witch The Log Bats Electro Wizard
Electro Wizard
Skeleton Army Bats Witch The Log Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Witch Electro Wizard
Electro Wizard The Log
Skeleton Army Bats Witch The Log Electro Wizard
Skeleton Army Bats The Log Electro Wizard
Skeleton Army Witch
Bats Witch Electro Wizard
Skeleton Army Bats Witch Electro Wizard
Skeleton Army
Electro Wizard Bats Skeleton Army Witch The Log
Witch Skeleton Army
Bats Witch
Skeleton Army The Log Electro Wizard
Skeleton Army Witch
Skeleton Army Witch
Skeleton Army Witch Electro Wizard Bats The Log
Bats Witch 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
The Log Electro Wizard
The Log
The Log
The Log
Bats Witch
Witch The Log
The Log
The Log
Bats Electro Wizard
The Log Electro Wizard
The Log
The Log
Witch The Log
The Log
Bats
The Log Electro Wizard
Witch The Log
The Log
The Log
The Log
The Log Witch
Witch
The Log Witch Electro Wizard
Witch The Log
The Log
Bats Witch Electro Wizard
Electro Wizard Bats Witch
The Log
Electro Wizard
The Log
Electro Wizard Bats Skeleton Army Witch
Witch Electro Wizard
The Log
Electro Wizard
The Log
Bats Witch The Log Electro Wizard
Bats Witch Electro Wizard
Witch The Log Electro Wizard

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