My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Electro Wizard

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.

Bomber Bats Furnace Golem Electro Wizard Sparky

Offensive cards

Win conditions

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

Golem

Damage spells

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

The Log

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.

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

Against air swarms

Spells and units that can counter air swarms.

Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Furnace The Log Sparky

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 Golem Sparky

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.

Furnace 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.

Bomber Bats The Log Skeleton Army Furnace Electro Wizard Sparky Golem

Shortest cycle

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

9 Bomber Bats The Log Skeleton Army

Attack Synergies 1 12

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.

Bomber
Golem Bats Sparky
Bats
Bomber Golem Sparky
Furnace
Golem Sparky
Skeleton Army
Sparky
Golem
Bomber Bats Furnace The Log Electro Wizard Sparky
The Log
Golem Sparky
Electro Wizard
Golem Sparky
Sparky
Bomber Bats Furnace Skeleton Army Golem The Log Electro Wizard

Defense Synergies 0 13

Bomber
Bats The Log Electro Wizard
Bats
Bomber The Log Electro Wizard Sparky
Furnace
Skeleton Army Electro Wizard
Skeleton Army
Furnace The Log Electro Wizard Sparky
Golem
The Log
Bomber Bats Skeleton Army Electro Wizard Sparky
Electro Wizard
Bomber Bats Furnace Skeleton Army The Log
Sparky
Bats Skeleton Army 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.

Bomber The Log Electro Wizard Sparky
Skeleton Army Sparky Bomber Bats Furnace The Log Electro Wizard
Furnace Skeleton Army Sparky Bomber Bats Electro Wizard
Skeleton Army Sparky Bomber Bats Furnace Electro Wizard
Bomber Skeleton Army The Log Sparky
Skeleton Army The Log Bomber Bats Furnace Electro Wizard
Bats Furnace Electro Wizard
The Log Electro Wizard Sparky
Sparky Furnace Skeleton Army
Skeleton Army Bomber Electro Wizard Sparky
Bats Skeleton Army Electro Wizard Bomber Furnace The Log
Bats Furnace Electro Wizard
Furnace Skeleton Army Sparky Bomber Bats The Log Electro Wizard
Bomber Skeleton Army Sparky Bats Furnace The Log Electro Wizard
Skeleton Army Sparky Furnace Electro Wizard
Skeleton Army Furnace The Log Electro Wizard Sparky
Sparky Bomber Bats Furnace Skeleton Army Electro Wizard
Bomber Bats Furnace Skeleton Army The Log Electro Wizard
Furnace The Log Bomber Bats Electro Wizard
Sparky Electro Wizard
Bomber Skeleton Army Bats Furnace The Log Electro Wizard Sparky

Counters to secondary win conditions

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

Skeleton Army Furnace Electro Wizard Sparky
Electro Wizard Bomber The Log
Skeleton Army Bats Furnace The Log Electro Wizard Sparky
Skeleton Army Bats The Log Electro Wizard Sparky
Skeleton Army Sparky
Furnace Bats Electro Wizard
Skeleton Army Sparky Bats Furnace Electro Wizard
Skeleton Army Sparky
Electro Wizard Bats Skeleton Army The Log Sparky
Skeleton Army Sparky
Bats Sparky
Skeleton Army The Log Electro Wizard
Skeleton Army Sparky
Bomber Furnace Skeleton Army Sparky
Skeleton Army Electro Wizard Sparky Bomber Bats Furnace The Log
Bats Bomber The Log Electro Wizard Sparky

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 Sparky
The Log Electro Wizard
The Log Sparky
The Log Sparky
Bomber Furnace The Log Sparky
Bats Furnace
Bomber Furnace The Log Sparky
The Log
The Log
Bats Electro Wizard Sparky
The Log Electro Wizard Sparky
The Log Sparky
Furnace The Log Sparky
Bomber Furnace The Log Sparky
Furnace The Log Sparky
Sparky
Bomber Bats Sparky
Bomber The Log Electro Wizard Sparky
Bomber The Log
The Log Sparky
The Log Sparky
The Log
The Log Bomber Furnace Sparky
The Log Electro Wizard Sparky
The Log Sparky
The Log Sparky
Bats Furnace Electro Wizard Sparky
Electro Wizard Bats
Sparky
Bomber The Log Sparky
Electro Wizard Sparky
Sparky
The Log Sparky
Electro Wizard Bats Skeleton Army
Electro Wizard
The Log
Electro Wizard Sparky
The Log Bomber
Sparky
Sparky
Bats The Log Electro Wizard Sparky
Bats Electro Wizard
The Log Electro Wizard Sparky

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