My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats Minions Firecracker Witch

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 Firecracker Giant Witch

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.

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 Barbarians Giant

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 Minions Giant
Giant Snowball
Bats Minions Barbarians Witch
Zap
Bats Minions Firecracker Witch
Barbarian Barrel
Knight Firecracker Barbarians Witch
The Log
Firecracker Barbarians Witch
Earthquake
Firecracker Barbarians Witch
Arrows
Bats Minions Firecracker Witch
Royal Delivery
Bats Knight Minions Firecracker Barbarians Witch
Fireball
Minions Firecracker Barbarians Witch
Poison
Bats Minions Firecracker Barbarians Witch
Lightning
Knight Witch
Rocket
Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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

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.

Minions Barbarians Witch

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Knight Minions Firecracker Barbarians Giant Witch

Shortest cycle

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

10 Bats The Log Knight Minions

Attack Synergies 5 8

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 Minions Firecracker
Knight
Bats Minions Firecracker Witch The Log
Minions
Knight Giant Bats Firecracker
Firecracker
Knight Bats Minions Giant
Barbarians
Giant
Bats Minions Firecracker Witch The Log
Witch
Knight Giant
The Log
Knight Giant

Defense Synergies 4 8

Bats
Knight Minions Firecracker The Log
Knight
Bats Minions Firecracker Witch The Log
Minions
Knight Bats Firecracker The Log
Firecracker
Knight The Log Bats Minions
Barbarians
Giant
Witch
Knight The Log
The Log
Firecracker Bats Knight Minions Witch

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 Minions Firecracker The Log
Barbarians Bats Knight Minions Firecracker Witch The Log
Barbarians Witch Bats Knight Minions
Barbarians Witch Bats Knight Minions Firecracker
Firecracker Barbarians The Log
The Log Bats Minions Firecracker
Bats Minions Firecracker Witch
Barbarians The Log
Barbarians Witch Minions
Knight Firecracker Barbarians
Bats Minions Barbarians Witch Knight Firecracker The Log
Minions Bats Firecracker Witch
Barbarians Bats Knight Minions Witch The Log
Bats Minions Firecracker Barbarians Witch The Log
Barbarians Knight
Barbarians The Log
Barbarians Bats Knight Minions Firecracker Witch
Bats Knight Minions Firecracker Barbarians Witch The Log
Witch The Log Bats Knight Minions Firecracker Barbarians
Barbarians
Bats Knight Minions Firecracker Barbarians Witch The Log

Counters to secondary win conditions

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

Knight Barbarians Witch
Knight Firecracker The Log
Barbarians Bats Knight Minions Witch The Log
Bats Knight Barbarians The Log
Barbarians Knight Witch
Firecracker Bats Minions Witch
Bats Knight Minions Barbarians Witch
Knight Barbarians
Bats Knight Minions Firecracker Barbarians Witch The Log
Witch Barbarians
Bats Knight Minions Barbarians Witch
Barbarians The Log
Barbarians Knight Witch
Firecracker Barbarians Witch
Barbarians Witch Bats Knight Minions Firecracker The Log
Bats Minions Firecracker Barbarians Witch 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 Firecracker The Log
Firecracker The Log
The Log
Knight Firecracker Barbarians The Log
Firecracker The Log
Firecracker Bats Minions Witch
Firecracker Witch The Log
The Log Firecracker
The Log Firecracker
Bats Minions
Firecracker Knight The Log
Firecracker
Knight Firecracker The Log
Minions Firecracker
Firecracker The Log
Firecracker Witch The Log
Firecracker The Log
Bats Minions
Firecracker The Log
Firecracker Witch The Log
Minions The Log
The Log
Barbarians The Log
Firecracker The Log Witch
Witch
Firecracker The Log Witch
Witch The Log
Firecracker The Log
Bats Firecracker Witch
Bats Minions Firecracker Witch
The Log
Firecracker
Firecracker The Log
Bats Minions Barbarians Witch
Firecracker Witch
The Log
Knight Firecracker
The Log Firecracker
Firecracker
Bats Minions Firecracker Witch The Log
Firecracker Bats Witch
Firecracker Witch The Log
Firecracker

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: