My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Mediocre
Versatility
Mediocre
F2P score
Bad

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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Fire Spirit Wizard Baby Dragon

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.

Knight Wizard Baby Dragon Balloon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Rage The Log

Punishments

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

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.

Fire Spirit Knight Baby Dragon 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

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
Skeleton Army Balloon
Giant Snowball
Fire Spirit Skeleton Army Baby Dragon Balloon
Zap
Fire Spirit Skeleton Army Balloon
Barbarian Barrel
Fire Spirit Knight Wizard Skeleton Army
The Log
Fire Spirit Skeleton Army
Earthquake
Skeleton Army
Arrows
Fire Spirit Skeleton Army
Royal Delivery
Fire Spirit Knight Wizard Skeleton Army Baby Dragon Balloon
Fireball
Wizard Skeleton Army Baby Dragon Balloon
Poison
Wizard Skeleton Army Balloon
Lightning
Knight Wizard Baby Dragon Balloon
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard Baby Dragon 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.

Fire Spirit Knight Rage Skeleton Army Baby Dragon

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.

Fire Spirit 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.

Fire Spirit Rage The Log Knight Skeleton Army Baby Dragon Wizard Balloon

Shortest cycle

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

8 Fire Spirit Rage The Log Knight

Attack Synergies 3 9

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.

Fire Spirit
Knight Baby Dragon Balloon
Knight
Baby Dragon Balloon Fire Spirit Wizard The Log
Wizard
Knight Rage Balloon
Rage
Balloon Wizard
Skeleton Army
Baby Dragon
Knight Fire Spirit Balloon
Balloon
Knight Rage Fire Spirit Wizard Baby Dragon The Log
The Log
Knight Balloon

Defense Synergies 1 9

Fire Spirit
Knight The Log
Knight
Fire Spirit Wizard Skeleton Army Baby Dragon The Log
Wizard
Knight Skeleton Army The Log
Rage
Skeleton Army
Knight Wizard The Log
Baby Dragon
Knight The Log
Balloon
The Log
Fire Spirit Knight Wizard Skeleton Army Baby Dragon

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.

Knight Wizard Baby Dragon The Log
Skeleton Army Knight The Log
Skeleton Army Fire Spirit Knight
Skeleton Army Knight
Skeleton Army The Log
Skeleton Army The Log Fire Spirit Baby Dragon
Fire Spirit Wizard Baby Dragon
Baby Dragon The Log
Skeleton Army
Knight Skeleton Army Fire Spirit
Skeleton Army Knight Wizard Baby Dragon The Log
Wizard Baby Dragon
Skeleton Army Fire Spirit Knight Wizard The Log
Fire Spirit Wizard Skeleton Army Baby Dragon The Log
Skeleton Army Knight
Skeleton Army The Log
Wizard Knight Skeleton Army
Fire Spirit Knight Wizard Skeleton Army Baby Dragon The Log
Wizard Baby Dragon The Log Fire Spirit Knight
Wizard Skeleton Army Fire Spirit Knight Baby Dragon The Log

Counters to secondary win conditions

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

Knight Skeleton Army
Knight Wizard Baby Dragon The Log
Skeleton Army Knight The Log
Skeleton Army Knight The Log
Knight Skeleton Army
Fire Spirit Wizard Baby Dragon
Skeleton Army Knight
Knight Skeleton Army
Knight Skeleton Army Baby Dragon The Log
Skeleton Army
Knight
Skeleton Army The Log
Skeleton Army Knight Wizard
Wizard Skeleton Army Baby Dragon
Skeleton Army Knight Baby Dragon The Log
Wizard Baby Dragon The Log

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 Baby Dragon The Log
Baby Dragon The Log
Baby Dragon The Log
Knight The Log
Wizard Fire Spirit Baby Dragon The Log
Wizard Fire Spirit Baby Dragon
Fire Spirit Wizard Baby Dragon The Log
The Log Fire Spirit Wizard Baby Dragon
The Log Wizard
Fire Spirit
Knight Wizard The Log
Fire Spirit Wizard Baby Dragon
Fire Spirit Knight Baby Dragon The Log
Baby Dragon
Baby Dragon The Log
Wizard Baby Dragon The Log
Wizard Baby Dragon The Log
Fire Spirit Wizard Baby Dragon The Log
Fire Spirit Wizard Baby Dragon The Log
Baby Dragon The Log
Wizard
The Log
Baby Dragon The Log
The Log Fire Spirit Wizard Baby Dragon
The Log Wizard Baby Dragon
Wizard Baby Dragon The Log
Baby Dragon The Log
Fire Spirit Wizard Baby Dragon
Wizard
Wizard The Log
Wizard The Log
Fire Spirit Skeleton Army
Fire Spirit Wizard Baby Dragon
The Log
Knight Wizard Baby Dragon
The Log Wizard Baby Dragon
Baby Dragon The Log
Baby Dragon The Log
Wizard

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