My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Great!
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 Witch 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 Witch Prince Giant Skeleton Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider 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.

Hog Rider Prince Giant Skeleton 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.

Hog Rider Giant Skeleton 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 Hog Rider Prince Giant Skeleton
Giant Snowball
Bats Hog Rider Witch
Zap
Bats Witch Prince
Barbarian Barrel
Witch Giant Skeleton Electro Wizard Magic Archer
The Log
Hog Rider Witch Prince Giant Skeleton
Earthquake
Hog Rider Witch
Arrows
Bats Witch
Royal Delivery
Bats Hog Rider Witch Prince Giant Skeleton Electro Wizard Magic Archer
Fireball
Hog Rider Witch Electro Wizard Magic Archer
Poison
Bats Witch Electro Wizard Magic Archer
Lightning
Witch Prince Electro Wizard Magic Archer
Rocket
Hog Rider Witch Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Witch 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 Giant Skeleton

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.

Witch 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 The Log Hog Rider Electro Wizard Magic Archer Witch Prince Giant Skeleton

Shortest cycle

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

12 Bats The Log Hog Rider Electro Wizard

Attack Synergies 3 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
Hog Rider Giant Skeleton Prince
Hog Rider
Bats The Log Witch Prince Giant Skeleton Electro Wizard Magic Archer
Witch
Hog Rider Prince Giant Skeleton
Prince
Bats Hog Rider Witch The Log Electro Wizard Magic Archer
Giant Skeleton
Bats Hog Rider Witch The Log Electro Wizard Magic Archer
The Log
Hog Rider Prince Giant Skeleton Magic Archer
Electro Wizard
Hog Rider Prince Giant Skeleton Magic Archer
Magic Archer
Hog Rider Prince Giant Skeleton The Log Electro Wizard

Defense Synergies 1 16

Bats
Prince Giant Skeleton The Log Electro Wizard
Hog Rider
Witch
Prince Giant Skeleton The Log Electro Wizard
Prince
The Log Bats Witch Electro Wizard Magic Archer
Giant Skeleton
Bats Witch The Log Electro Wizard Magic Archer
The Log
Prince Bats Witch Giant Skeleton Electro Wizard Magic Archer
Electro Wizard
Bats Witch Prince Giant Skeleton The Log Magic Archer
Magic Archer
Prince Giant Skeleton The Log 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 Witch Prince The Log Electro Wizard
Witch Prince Bats Giant Skeleton Electro Wizard
Witch Prince Bats Electro Wizard
Prince Giant Skeleton The Log
The Log Bats Electro Wizard Magic Archer
Bats Electro Wizard Witch Magic Archer
Giant Skeleton The Log Electro Wizard Magic Archer
Witch Prince
Prince Giant Skeleton Electro Wizard
Bats Witch Electro Wizard Giant Skeleton The Log Magic Archer
Bats Witch Electro Wizard Magic Archer
Prince Bats Witch Giant Skeleton The Log Electro Wizard
Bats Witch Prince The Log Electro Wizard Magic Archer
Prince Electro Wizard
Prince The Log Electro Wizard
Bats Witch Prince Electro Wizard
Bats Witch Prince The Log Electro Wizard Magic Archer
Witch The Log Bats Giant Skeleton Electro Wizard Magic Archer
Prince Electro Wizard
Bats Witch Prince Giant Skeleton The Log Electro Wizard

Counters to secondary win conditions

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

Witch Prince Giant Skeleton Electro Wizard
Electro Wizard Prince The Log Magic Archer
Giant Skeleton Bats Witch Prince The Log Electro Wizard
Prince Giant Skeleton Bats The Log Electro Wizard
Giant Skeleton Witch Prince
Bats Witch Electro Wizard Magic Archer
Prince Bats Witch Giant Skeleton Electro Wizard
Giant Skeleton Prince
Giant Skeleton Electro Wizard Bats Witch Prince The Log Magic Archer
Witch
Bats Witch Prince Giant Skeleton
Prince Giant Skeleton The Log Electro Wizard
Prince Giant Skeleton Witch
Witch Magic Archer
Witch Electro Wizard Bats Prince Giant Skeleton The Log Magic Archer
Bats Witch Giant Skeleton 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 Giant Skeleton The Log
The Log Electro Wizard Magic Archer
Giant Skeleton The Log Magic Archer
Prince Giant Skeleton The Log
The Log Magic Archer
Bats Witch Magic Archer
Witch The Log Magic Archer
The Log Magic Archer
The Log
Bats Prince Electro Wizard
Prince The Log Electro Wizard Magic Archer
Magic Archer
The Log Magic Archer
Magic Archer
Prince The Log Magic Archer
Witch The Log Magic Archer
Magic Archer The Log
Bats
Prince The Log Electro Wizard Magic Archer
Witch The Log Magic Archer
Prince Giant Skeleton The Log Magic Archer
Prince The Log
The Log
The Log Witch Magic Archer
Witch
The Log Witch Electro Wizard Magic Archer
Witch Prince The Log Magic Archer
The Log Magic Archer
Bats Witch Electro Wizard Magic Archer
Electro Wizard Bats Witch
The Log Magic Archer
Electro Wizard Magic Archer
Prince Giant Skeleton
The Log Magic Archer
Electro Wizard Bats Witch Prince Magic Archer
Witch Electro Wizard Magic Archer
The Log
Prince Electro Wizard Magic Archer
The Log Magic Archer
Giant Skeleton
Prince
Bats Witch Giant Skeleton The Log Electro Wizard Magic Archer
Bats Witch Electro Wizard Magic Archer
Witch Prince Giant Skeleton The Log Electro Wizard Magic Archer

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