My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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.

Fire Spirit Bats Electro Wizard Night Witch

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 Royal Giant Electro Wizard Night Witch Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Rage The Log

Punishments

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

Royal Giant 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.

Fire Spirit Royal Giant 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.

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 Royal Giant Night Witch
Giant Snowball
Fire Spirit Bats Night Witch
Zap
Fire Spirit Bats Royal Giant Night Witch
Barbarian Barrel
Fire Spirit Electro Wizard Night Witch
The Log
Fire Spirit Royal Giant
Earthquake
Arrows
Fire Spirit Bats Night Witch
Royal Delivery
Fire Spirit Bats Electro Wizard Night Witch
Fireball
Electro Wizard Night Witch
Poison
Bats Electro Wizard Night Witch
Lightning
Electro Wizard Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit The Log Mega Knight

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.

Fire Spirit Bats Rage Night Witch Mega Knight

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.

Royal Giant

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.

Fire Spirit 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.

Fire Spirit Bats Rage The Log Electro Wizard Night Witch Royal Giant Mega Knight

Shortest cycle

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

7 Fire Spirit Bats Rage The Log

Attack Synergies 3 9

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.

Fire Spirit
Royal Giant
Bats
Royal Giant Mega Knight Rage
Royal Giant
Fire Spirit Bats The Log Electro Wizard Night Witch
Rage
Bats Electro Wizard Night Witch
The Log
Royal Giant Mega Knight
Electro Wizard
Royal Giant Rage Mega Knight
Night Witch
Royal Giant Rage Mega Knight
Mega Knight
Bats The Log Electro Wizard Night Witch

Defense Synergies 0 11

Fire Spirit
The Log Electro Wizard
Bats
The Log Electro Wizard Mega Knight
Royal Giant
Rage
The Log
Fire Spirit Bats Electro Wizard Night Witch Mega Knight
Electro Wizard
Fire Spirit Bats The Log Night Witch Mega Knight
Night Witch
The Log Electro Wizard Mega Knight
Mega Knight
Bats The Log Electro Wizard Night Witch

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
Bats The Log Electro Wizard Night Witch Mega Knight
Mega Knight Fire Spirit Bats Electro Wizard Night Witch
Night Witch Bats Electro Wizard Mega Knight
The Log Mega Knight
The Log Fire Spirit Bats Electro Wizard Night Witch Mega Knight
Bats Electro Wizard Fire Spirit Night Witch
The Log Electro Wizard Mega Knight
Night Witch
Fire Spirit Electro Wizard Night Witch Mega Knight
Bats Electro Wizard The Log Night Witch Mega Knight
Bats Electro Wizard Night Witch
Night Witch Mega Knight Fire Spirit Bats The Log Electro Wizard
Fire Spirit Mega Knight Bats The Log Electro Wizard Night Witch
Electro Wizard Mega Knight
The Log Electro Wizard Mega Knight
Mega Knight Bats Electro Wizard Night Witch
Fire Spirit Mega Knight Bats The Log Electro Wizard Night Witch
The Log Fire Spirit Bats Electro Wizard Mega Knight
Electro Wizard
Mega Knight Fire Spirit Bats The Log Electro Wizard Night Witch

Counters to secondary win conditions

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

Mega Knight Electro Wizard
Electro Wizard The Log Mega Knight
Mega Knight Bats The Log Electro Wizard
Mega Knight Bats The Log Electro Wizard Night Witch
Night Witch Mega Knight
Fire Spirit Bats Electro Wizard
Bats Electro Wizard Night Witch
Mega Knight
Electro Wizard Mega Knight Bats The Log
Mega Knight Bats
Mega Knight The Log Electro Wizard
Mega Knight Night Witch
Mega Knight
Electro Wizard Bats The Log Night Witch
Bats Mega Knight 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
Fire Spirit The Log Mega Knight
Fire Spirit Bats
Fire Spirit The Log
The Log Fire Spirit
The Log
Fire Spirit Bats Electro Wizard Night Witch
The Log Electro Wizard
Fire Spirit
Fire Spirit The Log
The Log
The Log
The Log Mega Knight
Bats Night Witch
Fire Spirit The Log Electro Wizard Mega Knight
Fire Spirit The Log Mega Knight
The Log Night Witch Mega Knight
The Log
The Log
The Log Fire Spirit Mega Knight
The Log Electro Wizard
The Log Mega Knight
The Log
Fire Spirit Bats Electro Wizard Night Witch
Electro Wizard Bats
Night Witch
The Log Night Witch Mega Knight
Electro Wizard
Mega Knight
The Log
Electro Wizard Fire Spirit Bats Night Witch
Fire Spirit Electro Wizard
The Log
Electro Wizard Mega Knight
The Log
Mega Knight
Bats The Log Electro Wizard
Bats Electro Wizard
The Log Electro Wizard Mega Knight

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