My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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!
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 Firecracker Inferno Tower Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Bats Firecracker Wizard Goblinstein

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows The Log

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

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.

Firecracker

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 Skeleton Army
Giant Snowball
Bats Skeleton Army
Zap
Bats Firecracker Inferno Tower Skeleton Army
Barbarian Barrel
Firecracker Inferno Tower Wizard Skeleton Army
The Log
Firecracker Skeleton Army
Earthquake
Firecracker Inferno Tower Skeleton Army
Arrows
Bats Firecracker Skeleton Army
Royal Delivery
Bats Firecracker Wizard Skeleton Army
Fireball
Firecracker Inferno Tower Wizard Skeleton Army
Poison
Bats Firecracker Inferno Tower Wizard Skeleton Army
Lightning
Inferno Tower Wizard Goblinstein
Rocket
Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Wizard 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 Arrows Inferno Tower Skeleton Army

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats The Log Arrows Firecracker Skeleton Army Inferno Tower Wizard Goblinstein

Shortest cycle

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

10 Bats The Log Arrows Firecracker

Attack Synergies 0 1

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
Firecracker
Arrows
Firecracker
Bats
Inferno Tower
Wizard
Skeleton Army
The Log
Goblinstein

Defense Synergies 3 9

Bats
Firecracker Inferno Tower The Log
Arrows
Inferno Tower
Firecracker
The Log Bats Inferno Tower Skeleton Army
Inferno Tower
Skeleton Army The Log Bats Arrows Firecracker
Wizard
Skeleton Army The Log
Skeleton Army
Inferno Tower Firecracker Wizard The Log
The Log
Firecracker Inferno Tower Bats Wizard Skeleton Army
Goblinstein

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.

Firecracker Inferno Tower Wizard The Log
Inferno Tower Skeleton Army Bats Firecracker The Log
Inferno Tower Skeleton Army Bats
Inferno Tower Skeleton Army Bats Firecracker
Arrows Firecracker Skeleton Army The Log
Arrows Skeleton Army The Log Bats Firecracker
Bats Inferno Tower Arrows Firecracker Wizard
Arrows Inferno Tower The Log
Inferno Tower Skeleton Army
Skeleton Army Firecracker Inferno Tower
Bats Skeleton Army Arrows Firecracker Wizard The Log
Arrows Inferno Tower Bats Firecracker Wizard
Inferno Tower Skeleton Army Bats Wizard The Log
Wizard Skeleton Army Bats Arrows Firecracker The Log
Inferno Tower Skeleton Army
Inferno Tower Skeleton Army The Log
Wizard Bats Arrows Firecracker Inferno Tower Skeleton Army
Arrows Bats Firecracker Wizard Skeleton Army The Log
Arrows Wizard The Log Bats Firecracker
Inferno Tower
Wizard Skeleton Army Bats Arrows Firecracker The Log

Counters to secondary win conditions

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

Skeleton Army Inferno Tower
Arrows Firecracker Wizard The Log
Skeleton Army Bats Inferno Tower The Log
Skeleton Army Bats Inferno Tower The Log
Inferno Tower Skeleton Army
Arrows Firecracker Wizard Bats
Skeleton Army Bats Inferno Tower
Inferno Tower Skeleton Army
Bats Firecracker Inferno Tower Skeleton Army The Log
Inferno Tower Skeleton Army
Bats Inferno Tower
Skeleton Army Arrows The Log
Skeleton Army Inferno Tower Wizard
Wizard Firecracker Skeleton Army
Inferno Tower Skeleton Army Bats Firecracker The Log
Bats Arrows Firecracker Inferno Tower Wizard The Log
Arrows Inferno Tower

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.)

Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows The Log
Arrows Firecracker The Log
Wizard Arrows Firecracker The Log
Arrows Firecracker Wizard Bats
Arrows Firecracker Wizard The Log
Arrows The Log Firecracker Wizard
Arrows The Log Firecracker Wizard
Bats
Firecracker Arrows Wizard The Log
Arrows Firecracker Wizard
Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker Wizard The Log
Arrows Firecracker Wizard The Log
Arrows
Bats
Arrows Firecracker Wizard The Log
Arrows Firecracker Wizard The Log
The Log
Arrows Wizard
The Log
Arrows The Log
Arrows Firecracker The Log Wizard
Arrows Firecracker The Log Wizard
Arrows Wizard The Log
Arrows Firecracker The Log
Bats Arrows Firecracker Wizard
Bats Firecracker Wizard
Arrows Wizard The Log
Arrows Firecracker
Arrows Firecracker Wizard The Log
Bats Skeleton Army
Arrows Firecracker Wizard
Arrows The Log
Firecracker Wizard
Arrows The Log Firecracker Wizard
Arrows
Firecracker
Bats Firecracker The Log
Firecracker Bats
Firecracker The Log
Firecracker Wizard

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