My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Giant Balloon Electro Wizard

Offensive cards

Win conditions

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

Giant Balloon

Damage spells

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

Zap Freeze The Log

Punishments

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

Giant Balloon

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.

Giant Balloon

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

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 Skeleton Army Balloon
Giant Snowball
Bats Skeleton Army Balloon
Zap
Bats Skeleton Army Balloon
Barbarian Barrel
Skeleton Army Electro Wizard
The Log
Skeleton Army
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Skeleton Army Balloon Electro Wizard
Fireball
Skeleton Army Balloon Electro Wizard
Poison
Bats Skeleton Army Balloon Electro Wizard
Lightning
Balloon Electro Wizard
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Freeze 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 Skeleton Army Freeze

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.

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.

Bad

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 Skeleton Army Freeze Electro Wizard Giant Balloon

Shortest cycle

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

9 Bats Zap The Log Skeleton Army

Attack Synergies 6 8

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
Giant Balloon Zap
Zap
Giant Balloon Electro Wizard Bats Freeze The Log
Giant
Bats Zap Balloon The Log Electro Wizard
Skeleton Army
Freeze
Balloon Zap
Balloon
Bats Zap Freeze Giant The Log Electro Wizard
The Log
Zap Giant Balloon
Electro Wizard
Zap Giant Balloon

Defense Synergies 1 11

Bats
Zap Freeze The Log Electro Wizard
Zap
Electro Wizard Bats Skeleton Army The Log
Giant
Skeleton Army
Zap Freeze The Log Electro Wizard
Freeze
Bats Skeleton Army Electro Wizard
Balloon
The Log
Bats Zap Skeleton Army Electro Wizard
Electro Wizard
Zap Bats Skeleton Army Freeze 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.

Zap The Log Electro Wizard
Skeleton Army Bats Zap The Log Electro Wizard
Skeleton Army Bats Freeze Electro Wizard
Skeleton Army Bats Electro Wizard
Skeleton Army The Log
Skeleton Army Freeze The Log Bats Zap Electro Wizard
Bats Electro Wizard Zap Freeze
Zap The Log Electro Wizard
Skeleton Army
Skeleton Army Electro Wizard
Bats Skeleton Army Electro Wizard Zap Freeze The Log
Bats Zap Electro Wizard
Skeleton Army Bats Zap Freeze The Log Electro Wizard
Skeleton Army Bats Zap Freeze The Log Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Zap Freeze The Log Electro Wizard
Bats Skeleton Army Electro Wizard
Bats Zap Skeleton Army The Log Electro Wizard
Zap Freeze The Log Bats Electro Wizard
Electro Wizard
Skeleton Army Bats The Log Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap Electro Wizard
Electro Wizard Zap The Log
Skeleton Army Bats Zap The Log Electro Wizard
Skeleton Army Bats Zap The Log Electro Wizard
Skeleton Army
Bats Zap Freeze Electro Wizard
Skeleton Army Bats Electro Wizard
Skeleton Army
Zap Freeze Electro Wizard Bats Skeleton Army The Log
Skeleton Army
Bats
Skeleton Army Zap The Log Electro Wizard
Skeleton Army
Skeleton Army
Skeleton Army Electro Wizard Bats Zap Freeze The Log
Bats Zap Freeze 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.)

Freeze The Log
Zap The Log Electro Wizard
The Log
Freeze The Log
Zap The Log
Bats Zap Freeze
The Log
The Log Zap Freeze
The Log Zap
Bats Electro Wizard
Zap The Log Electro Wizard
Zap
The Log
Freeze
Zap The Log
Zap The Log
The Log
Freeze
Bats
Zap The Log Electro Wizard
Zap The Log
The Log
The Log
Zap The Log
Zap Freeze The Log
The Log Zap Electro Wizard
Zap The Log
Zap The Log
Bats Zap Electro Wizard
Zap Electro Wizard Bats Freeze
Zap The Log
Zap Freeze Electro Wizard
The Log
Zap Electro Wizard Bats Skeleton Army Freeze
Zap Electro Wizard
Freeze
The Log
Electro Wizard
The Log Zap
Zap
Zap Bats Freeze The Log Electro Wizard
Bats Zap Electro Wizard
Zap Freeze The Log Electro Wizard

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