My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Elixir Golem

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard 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 Knight Giant Wizard Giant Skeleton Electro Wizard

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.

Zap The Log

Punishments

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

Giant

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.

Knight Giant Giant Skeleton

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard The Log

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 Knight 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.

Wizard 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.

Good

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 Knight Electro Wizard Giant Wizard Giant Skeleton

Shortest cycle

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

9 Bats Zap The Log Knight

Attack Synergies 5 13

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
Knight Giant Giant Skeleton Zap
Zap
Giant Electro Wizard Bats Knight Giant Skeleton The Log
Knight
Bats Zap Wizard The Log Electro Wizard
Giant
Bats Zap Wizard The Log Electro Wizard
Wizard
Knight Giant Giant Skeleton
Giant Skeleton
Bats Zap Wizard The Log Electro Wizard
The Log
Zap Knight Giant Giant Skeleton
Electro Wizard
Zap Knight Giant Giant Skeleton

Defense Synergies 3 15

Bats
Knight Zap Giant Skeleton The Log Electro Wizard
Zap
Electro Wizard Bats Knight Giant Skeleton The Log
Knight
Bats Electro Wizard Zap Wizard The Log
Giant
Wizard
Knight Giant Skeleton The Log Electro Wizard
Giant Skeleton
Bats Zap Wizard The Log Electro Wizard
The Log
Bats Zap Knight Wizard Giant Skeleton Electro Wizard
Electro Wizard
Zap Knight Bats Wizard Giant Skeleton 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 Knight Wizard The Log Electro Wizard
Bats Zap Knight The Log Electro Wizard
Bats Knight Giant Skeleton Electro Wizard
Bats Knight Electro Wizard
Giant Skeleton The Log
The Log Bats Zap Electro Wizard
Bats Electro Wizard Zap Wizard
Zap Giant Skeleton The Log Electro Wizard
Knight Giant Skeleton Electro Wizard
Bats Electro Wizard Zap Knight Wizard Giant Skeleton The Log
Bats Zap Wizard Electro Wizard
Bats Zap Knight Wizard Giant Skeleton The Log Electro Wizard
Wizard Bats Zap The Log Electro Wizard
Knight Electro Wizard
Zap The Log Electro Wizard
Wizard Bats Knight Electro Wizard
Bats Zap Knight Wizard The Log Electro Wizard
Zap Wizard The Log Bats Knight Giant Skeleton Electro Wizard
Electro Wizard
Wizard Bats Knight Giant Skeleton The Log Electro Wizard

Counters to secondary win conditions

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

Knight Zap Giant Skeleton Electro Wizard
Electro Wizard Zap Knight Wizard The Log
Giant Skeleton Bats Zap Knight The Log Electro Wizard
Giant Skeleton Bats Zap Knight The Log Electro Wizard
Giant Skeleton Knight
Wizard Bats Zap Electro Wizard
Bats Knight Giant Skeleton Electro Wizard
Giant Skeleton Knight
Zap Giant Skeleton Electro Wizard Bats Knight The Log
Bats Knight Giant Skeleton
Zap Giant Skeleton The Log Electro Wizard
Giant Skeleton Knight Wizard
Wizard
Electro Wizard Bats Zap Knight Giant Skeleton The Log
Bats Zap Wizard Giant Skeleton 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.)

Knight Giant Skeleton The Log
Zap The Log Electro Wizard
Giant Skeleton The Log
Knight Giant Skeleton The Log
Wizard Zap The Log
Wizard Bats Zap
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Bats Electro Wizard
Zap Knight Wizard The Log Electro Wizard
Zap Wizard
Knight The Log
Zap The Log
Zap Wizard The Log
Wizard The Log
Bats
Zap Wizard The Log Electro Wizard
Zap Wizard The Log
Giant Skeleton The Log
Wizard
The Log
Zap The Log
Zap The Log Wizard
The Log Zap Wizard Electro Wizard
Zap Wizard The Log
Zap The Log
Bats Zap Wizard Electro Wizard
Zap Electro Wizard Bats Wizard
Zap Wizard The Log
Zap Electro Wizard
Giant Skeleton
Wizard The Log
Zap Electro Wizard Bats
Zap Wizard Electro Wizard
The Log
Knight Wizard Electro Wizard
The Log Zap Wizard
Zap Giant Skeleton
Zap Bats Giant Skeleton The Log Electro Wizard
Bats Zap Electro Wizard
Zap Giant Skeleton The Log Electro Wizard

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