My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats Furnace Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Furnace Giant Dark Prince Inferno Dragon Mega Knight

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 Dark Prince 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.

Electro Spirit Giant Dark Prince 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 Spirit Dark Prince

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 Giant Dark Prince Inferno Dragon
Giant Snowball
Bats Furnace Inferno Dragon
Zap
Bats Furnace Dark Prince Inferno Dragon
Barbarian Barrel
Electro Spirit Furnace Dark Prince
The Log
Electro Spirit Furnace Dark Prince
Earthquake
Furnace
Arrows
Electro Spirit Bats Furnace
Royal Delivery
Electro Spirit Bats Dark Prince Inferno Dragon
Fireball
Furnace Inferno Dragon
Poison
Bats Furnace
Lightning
Furnace Dark Prince Inferno Dragon
Rocket
Furnace Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Furnace Dark Prince The Log Mega Knight

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.

Electro Spirit Bats Dark Prince Inferno Dragon Mega Knight

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.

Furnace

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.

Electro Spirit Bats The Log Furnace Dark Prince Inferno Dragon Giant Mega Knight

Shortest cycle

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

9 Electro Spirit Bats The Log Furnace

Attack Synergies 4 7

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.

Electro Spirit
Giant
Bats
Giant Mega Knight Dark Prince Inferno Dragon
Furnace
Giant Dark Prince
Giant
Bats Dark Prince Electro Spirit Furnace The Log
Dark Prince
Giant Bats Furnace
The Log
Giant Mega Knight
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon The Log

Defense Synergies 0 11

Electro Spirit
Dark Prince The Log
Bats
Dark Prince The Log Inferno Dragon Mega Knight
Furnace
Dark Prince
Giant
Dark Prince
Electro Spirit Bats Furnace The Log
The Log
Electro Spirit Bats Dark Prince Inferno Dragon Mega Knight
Inferno Dragon
Bats The Log Mega Knight
Mega Knight
Bats The Log Inferno Dragon

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
Inferno Dragon Bats Furnace Dark Prince The Log Mega Knight
Furnace Mega Knight Bats Dark Prince Inferno Dragon
Inferno Dragon Bats Furnace Dark Prince Mega Knight
Dark Prince The Log Mega Knight
The Log Electro Spirit Bats Furnace Dark Prince Mega Knight
Bats Furnace Inferno Dragon Electro Spirit
Electro Spirit The Log Mega Knight
Inferno Dragon Furnace
Dark Prince Mega Knight
Bats Electro Spirit Furnace Dark Prince The Log Mega Knight
Inferno Dragon Bats Furnace
Furnace Mega Knight Bats Dark Prince The Log
Mega Knight Electro Spirit Bats Furnace Dark Prince The Log
Inferno Dragon Furnace Mega Knight
Furnace The Log Inferno Dragon Mega Knight
Mega Knight Bats Furnace Dark Prince
Mega Knight Electro Spirit Bats Furnace Dark Prince The Log
Furnace The Log Electro Spirit Bats Dark Prince Inferno Dragon Mega Knight
Inferno Dragon
Dark Prince Mega Knight Electro Spirit Bats Furnace The Log

Counters to secondary win conditions

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

Mega Knight Furnace Dark Prince
The Log Inferno Dragon Mega Knight
Mega Knight Bats Furnace Dark Prince The Log
Dark Prince Mega Knight Bats The Log
Dark Prince Inferno Dragon Mega Knight
Furnace Electro Spirit Bats
Dark Prince Bats Furnace
Mega Knight Dark Prince Inferno Dragon
Mega Knight Electro Spirit Bats Dark Prince The Log Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Bats Dark Prince
Mega Knight Dark Prince The Log
Dark Prince Mega Knight
Furnace Mega Knight
Electro Spirit Bats Furnace Dark Prince The Log Inferno Dragon
Bats Mega Knight Electro Spirit Dark Prince The Log Inferno Dragon

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
The Log
Dark Prince The Log
Furnace Dark Prince The Log Mega Knight
Electro Spirit Bats Furnace
Furnace The Log
The Log
The Log
Bats
Dark Prince The Log
The Log
Furnace The Log
Furnace The Log
Furnace The Log Mega Knight
Bats
Dark Prince The Log Mega Knight
The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Electro Spirit Furnace Dark Prince Mega Knight
Inferno Dragon
The Log
The Log Mega Knight
The Log
Bats Furnace
Electro Spirit Bats
The Log Mega Knight
Electro Spirit
Mega Knight
The Log
Electro Spirit Bats Dark Prince
The Log
Dark Prince Mega Knight
The Log
Dark Prince Mega Knight
Electro Spirit Bats The Log
Bats
Dark Prince The Log Mega Knight

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