My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
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 Electro Wizard 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 Balloon Prince Fisherman Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Wall Breakers 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.

Wall Breakers Balloon Prince

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.

Wall Breakers Balloon Prince 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.

Balloon Electro Wizard 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 Wall Breakers Balloon Prince Fisherman
Giant Snowball
Bats Wall Breakers Balloon Fisherman
Zap
Bats Wall Breakers Balloon Prince Fisherman
Barbarian Barrel
Wall Breakers Electro Wizard Magic Archer
The Log
Wall Breakers Prince Fisherman
Earthquake
Arrows
Bats Wall Breakers
Royal Delivery
Bats Wall Breakers Balloon Prince Fisherman Electro Wizard Magic Archer
Fireball
Wall Breakers Balloon Fisherman Electro Wizard Magic Archer
Poison
Bats Balloon Fisherman Electro Wizard Magic Archer
Lightning
Balloon Prince Fisherman Electro Wizard Magic Archer
Rocket
Balloon Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

The Log 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 Prince

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.

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 Wall Breakers The Log Fisherman Electro Wizard Magic Archer Balloon Prince

Shortest cycle

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

9 Bats Wall Breakers The Log Fisherman

Attack Synergies 1 16

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 Wall Breakers Prince Fisherman
Wall Breakers
Bats Balloon The Log Electro Wizard
Balloon
Bats Wall Breakers The Log Fisherman Electro Wizard Magic Archer
Prince
Bats The Log Electro Wizard Magic Archer
The Log
Wall Breakers Balloon Prince Fisherman Magic Archer
Fisherman
Bats Balloon The Log
Electro Wizard
Wall Breakers Balloon Prince Magic Archer
Magic Archer
Balloon Prince The Log Electro Wizard

Defense Synergies 1 12

Bats
Prince The Log Fisherman Electro Wizard
Wall Breakers
Balloon
Prince
The Log Bats Fisherman Electro Wizard Magic Archer
The Log
Prince Bats Fisherman Electro Wizard Magic Archer
Fisherman
Bats Prince The Log Magic Archer
Electro Wizard
Bats Prince The Log Magic Archer
Magic Archer
Prince The Log Fisherman 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.

The Log Electro Wizard Magic Archer
Bats Prince The Log Fisherman Electro Wizard
Prince Fisherman Bats Electro Wizard
Prince Bats Fisherman Electro Wizard
Prince The Log
The Log Bats Electro Wizard Magic Archer
Bats Electro Wizard Magic Archer
The Log Electro Wizard Magic Archer
Prince Fisherman
Prince Fisherman Electro Wizard
Bats Electro Wizard The Log Fisherman Magic Archer
Bats Electro Wizard Magic Archer
Prince Bats The Log Electro Wizard
Bats Prince The Log Electro Wizard Magic Archer
Prince Electro Wizard
Prince The Log Fisherman Electro Wizard
Bats Prince Fisherman Electro Wizard
Bats Prince The Log Fisherman Electro Wizard Magic Archer
The Log Bats Fisherman Electro Wizard Magic Archer
Prince Fisherman Electro Wizard
Bats Prince The Log Fisherman Electro Wizard

Counters to secondary win conditions

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

Prince Fisherman Electro Wizard
Electro Wizard Prince The Log Fisherman Magic Archer
Bats Prince The Log Fisherman Electro Wizard
Prince Bats The Log Fisherman Electro Wizard
Prince Fisherman
Bats Electro Wizard Magic Archer
Prince Bats Electro Wizard
Prince Fisherman
Electro Wizard Bats Prince The Log Magic Archer
Bats Prince
Prince The Log Electro Wizard
Prince
Magic Archer
Electro Wizard Bats Prince The Log Fisherman Magic Archer
Bats The Log Electro Wizard 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 The Log
The Log Fisherman Electro Wizard Magic Archer
The Log Magic Archer
Prince The Log
The Log Magic Archer
Bats Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log Fisherman
Bats Prince Fisherman Electro Wizard
Prince The Log Fisherman Electro Wizard Magic Archer
Magic Archer
The Log Fisherman Magic Archer
Fisherman Magic Archer
Prince The Log Fisherman Magic Archer
The Log Magic Archer
Magic Archer The Log
Bats Fisherman
Prince The Log Fisherman Electro Wizard Magic Archer
The Log Magic Archer
Prince The Log Magic Archer
Prince The Log Fisherman
The Log
The Log Magic Archer
Fisherman
The Log Fisherman Electro Wizard Magic Archer
Prince The Log Fisherman Magic Archer
The Log Fisherman Magic Archer
Bats Electro Wizard Magic Archer
Electro Wizard Bats
The Log Magic Archer
Electro Wizard Magic Archer
Prince
The Log Magic Archer
Electro Wizard Bats Prince Magic Archer
Electro Wizard Magic Archer
The Log
Prince Electro Wizard Magic Archer
The Log Magic Archer
Prince
Bats The Log Electro Wizard Magic Archer
Bats Electro Wizard Magic Archer
Prince The Log Electro Wizard Magic Archer

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