My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker

Defensive buildings

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

Cannon

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 Electro Giant Fisherman Skeleton King

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Tornado The Log

Punishments

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

Electro 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.

Electro Giant Skeleton King

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 Fisherman Skeleton King
Giant Snowball
Bats Cannon Fisherman Skeleton King
Zap
Bats Cannon Firecracker Fisherman Skeleton King
Barbarian Barrel
Cannon Firecracker Skeleton King
The Log
Cannon Firecracker Fisherman Skeleton King
Earthquake
Cannon Firecracker Skeleton King
Arrows
Bats Firecracker Skeleton King
Royal Delivery
Bats Firecracker Fisherman Skeleton King
Fireball
Cannon Firecracker Fisherman Skeleton King
Poison
Bats Cannon Firecracker Fisherman Skeleton King
Lightning
Cannon Fisherman Skeleton King
Rocket
Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado Electro Giant The Log Skeleton King

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 Tornado Electro Giant

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Cannon Firecracker Tornado Fisherman Skeleton King Electro Giant

Shortest cycle

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

10 Bats The Log Cannon Firecracker

Attack Synergies 1 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
Firecracker Fisherman Skeleton King
Cannon
Firecracker
Bats Tornado Fisherman
Tornado
Electro Giant Firecracker The Log
Electro Giant
Tornado Fisherman
The Log
Tornado Fisherman
Fisherman
Bats Firecracker Electro Giant The Log
Skeleton King
Bats

Defense Synergies 2 15

Bats
Cannon Firecracker The Log Fisherman Skeleton King
Cannon
The Log Bats Firecracker Electro Giant
Firecracker
The Log Bats Cannon Tornado Fisherman
Tornado
Firecracker Electro Giant The Log Skeleton King
Electro Giant
Cannon Tornado Fisherman
The Log
Cannon Firecracker Bats Tornado Fisherman
Fisherman
Bats Firecracker Electro Giant The Log Skeleton King
Skeleton King
Bats Tornado Fisherman

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.

Cannon Firecracker The Log
Bats Cannon Firecracker The Log Fisherman
Cannon Tornado Fisherman Bats
Cannon Bats Firecracker Fisherman Skeleton King
Firecracker Tornado The Log
Tornado The Log Bats Cannon Firecracker
Bats Tornado Cannon Firecracker
Cannon Electro Giant The Log
Cannon Tornado Fisherman Skeleton King
Tornado Cannon Firecracker Fisherman
Bats Cannon Firecracker Tornado Electro Giant The Log Fisherman Skeleton King
Bats Firecracker Tornado
Cannon Bats The Log
Bats Cannon Firecracker Tornado The Log Skeleton King
Cannon Skeleton King
Tornado Cannon Electro Giant The Log Fisherman
Bats Cannon Firecracker Tornado Fisherman
Cannon Bats Firecracker Tornado The Log Fisherman
Tornado The Log Bats Cannon Firecracker Fisherman
Cannon Tornado Fisherman
Bats Cannon Firecracker Electro Giant The Log Fisherman

Counters to secondary win conditions

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

Electro Giant Fisherman
Firecracker The Log Fisherman
Bats The Log Fisherman
Bats Tornado The Log Fisherman
Cannon Fisherman
Firecracker Electro Giant Bats Tornado
Bats
Fisherman
Bats Firecracker Tornado The Log
Cannon
Bats
Tornado Electro Giant The Log
Cannon Skeleton King
Cannon Firecracker Electro Giant
Electro Giant Bats Firecracker Tornado The Log Fisherman Skeleton King
Bats Cannon Firecracker Electro Giant The Log Skeleton King
Cannon

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 Tornado The Log Fisherman
The Log
Firecracker The Log
Firecracker The Log
Firecracker Electro Giant Bats Tornado
Firecracker Tornado The Log
The Log Firecracker Tornado
The Log Firecracker Tornado Fisherman
Bats Tornado Fisherman
Firecracker Tornado The Log Fisherman
Firecracker Tornado
Firecracker The Log Fisherman
Firecracker Fisherman
Firecracker The Log Fisherman
Firecracker The Log
Firecracker The Log
Tornado
Bats Fisherman
Firecracker The Log Fisherman
Firecracker Tornado Electro Giant The Log
The Log
Tornado
Tornado The Log Fisherman
The Log
Firecracker Tornado Electro Giant The Log
Fisherman
Firecracker The Log Tornado Fisherman
Tornado The Log Fisherman
Firecracker Tornado The Log Fisherman
Bats Firecracker Tornado Electro Giant
Bats Firecracker Electro Giant
The Log
Firecracker
Firecracker The Log
Bats
Firecracker Tornado
The Log
Firecracker
The Log Firecracker Skeleton King
Tornado Electro Giant
Firecracker
Electro Giant Bats Firecracker Tornado The Log Skeleton King
Firecracker Bats Tornado
Firecracker Tornado Electro Giant The Log

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