My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Great!
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.

Bats 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 Firecracker Witch Mega Knight

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 Mega Knight

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 Mega Knight

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 Hog Rider

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 Skeleton Army
Giant Snowball
Bats Hog Rider Skeleton Army Witch
Zap
Bats Firecracker Skeleton Army Witch
Barbarian Barrel
Firecracker Skeleton Army Witch
The Log
Firecracker Hog Rider Skeleton Army Witch
Earthquake
Firecracker Hog Rider Skeleton Army Witch
Arrows
Bats Firecracker Skeleton Army Witch
Royal Delivery
Bats Firecracker Hog Rider Skeleton Army Witch
Fireball
Firecracker Hog Rider Skeleton Army Witch
Poison
Bats Firecracker Skeleton Army Witch
Lightning
Witch
Rocket
Hog Rider 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 Mega Knight

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 Skeleton Army Mega Knight

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats The Log Firecracker Skeleton Army Hog Rider Witch Mega Knight

Shortest cycle

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

7 Mirror Bats The Log Firecracker

Attack Synergies 5 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.

Bats
Hog Rider Mega Knight Firecracker
Firecracker
Hog Rider Bats Mirror Mega Knight
Hog Rider
Bats Firecracker The Log Mirror Witch Mega Knight
Mirror
The Log Firecracker Hog Rider Skeleton Army
Skeleton Army
Mirror
Witch
Hog Rider Mega Knight
The Log
Hog Rider Mirror Mega Knight
Mega Knight
Bats Firecracker Hog Rider Witch The Log

Defense Synergies 2 12

Bats
Firecracker The Log Mega Knight
Firecracker
The Log Bats Mirror Skeleton Army Mega Knight
Hog Rider
Mirror
Skeleton Army Firecracker The Log Mega Knight
Skeleton Army
Mirror Firecracker The Log
Witch
The Log Mega Knight
The Log
Firecracker Bats Mirror Skeleton Army Witch Mega Knight
Mega Knight
Bats Firecracker Mirror Witch 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.

Firecracker The Log
Skeleton Army Bats Firecracker Witch The Log Mega Knight
Skeleton Army Witch Mega Knight Bats
Skeleton Army Witch Bats Firecracker Mega Knight
Firecracker Skeleton Army The Log Mega Knight
Skeleton Army The Log Bats Firecracker Mega Knight
Bats Firecracker Witch
The Log Mega Knight
Witch Skeleton Army
Skeleton Army Firecracker Mega Knight
Bats Skeleton Army Witch Firecracker The Log Mega Knight
Bats Firecracker Witch
Skeleton Army Mega Knight Bats Witch The Log
Skeleton Army Mega Knight Bats Firecracker Witch The Log
Skeleton Army Mega Knight
Skeleton Army The Log Mega Knight
Mega Knight Bats Firecracker Skeleton Army Witch
Mega Knight Bats Firecracker Skeleton Army Witch The Log
Witch The Log Bats Firecracker Mega Knight
Skeleton Army Mega Knight Bats Firecracker Witch The Log

Counters to secondary win conditions

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

Skeleton Army Mega Knight Witch
Firecracker The Log Mega Knight
Skeleton Army Mega Knight Bats Witch The Log
Skeleton Army Mega Knight Bats The Log
Skeleton Army Witch Mega Knight
Firecracker Bats Witch
Skeleton Army Bats Witch
Mega Knight Skeleton Army
Mega Knight Bats Firecracker Skeleton Army Witch The Log
Witch Skeleton Army
Mega Knight Bats Witch
Skeleton Army Mega Knight The Log
Skeleton Army Mega Knight Witch
Firecracker Skeleton Army Witch Mega Knight
Skeleton Army Witch Bats Firecracker The Log
Bats Mega Knight Firecracker 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.)

Firecracker The Log
Firecracker The Log
The Log
Firecracker The Log
Firecracker The Log Mega Knight
Firecracker Bats Witch
Firecracker Witch The Log
The Log Firecracker
The Log Firecracker
Bats
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker Witch The Log
Firecracker The Log Mega Knight
Bats
Firecracker The Log Mega Knight
Firecracker Witch The Log Mega Knight
The Log Mega Knight
The Log
The Log
Firecracker The Log Witch Mega Knight
Witch
Firecracker The Log Witch
Witch The Log Mega Knight
Firecracker The Log
Bats Firecracker Witch
Bats Firecracker Witch
The Log Mega Knight
Firecracker
Mega Knight
Firecracker The Log
Bats Skeleton Army Witch
Firecracker Witch
The Log
Firecracker Mega Knight
The Log Firecracker
Firecracker Mega Knight
Bats Firecracker Witch The Log
Firecracker Bats Witch
Firecracker Witch The Log Mega Knight
Firecracker Mega Knight

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