My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
RIP

1 warnings Why?

Deck tips

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

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.

Firecracker Zappies Inferno 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.

Firecracker Zappies Electro Giant Inferno Dragon

Offensive cards

Win conditions

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

Goblin Barrel Electro 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.

Goblin Barrel Electro Giant

Pump responses

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

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro 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 Goblin Barrel

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
Goblin Barrel Guards Skeleton Army Inferno Dragon
Giant Snowball
Zappies Goblin Barrel Guards Skeleton Army Inferno Dragon
Zap
Firecracker Zappies Goblin Barrel Guards Skeleton Army Inferno Dragon
Barbarian Barrel
Firecracker Zappies Goblin Barrel Guards Skeleton Army
The Log
Firecracker Zappies Goblin Barrel Guards Skeleton Army
Earthquake
Firecracker Zappies Goblin Barrel Guards Skeleton Army
Arrows
Firecracker Zappies Goblin Barrel Guards Skeleton Army
Royal Delivery
Firecracker Zappies Goblin Barrel Guards Skeleton Army Inferno Dragon
Fireball
Firecracker Zappies Goblin Barrel Skeleton Army Inferno Dragon
Poison
Firecracker Zappies Guards Skeleton Army
Lightning
Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Electro Giant 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.

Guards Skeleton Army Electro Giant Inferno 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.

Goblin Barrel 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.

Goblin Barrel

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.

The Log Firecracker Goblin Barrel Guards Skeleton Army Zappies Inferno Dragon Electro Giant

Shortest cycle

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

11 The Log Firecracker Goblin Barrel Guards

Attack Synergies 0 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.

Firecracker
Zappies Goblin Barrel Inferno Dragon
Zappies
Firecracker Goblin Barrel
Goblin Barrel
Firecracker Zappies Guards Skeleton Army
Guards
Goblin Barrel The Log
Skeleton Army
Goblin Barrel
Electro Giant
Inferno Dragon
The Log
Guards
Inferno Dragon
Firecracker Electro Giant

Defense Synergies 1 13

Firecracker
The Log Zappies Guards Skeleton Army
Zappies
Firecracker Guards Skeleton Army Electro Giant The Log
Goblin Barrel
Guards
Firecracker Zappies Skeleton Army The Log
Skeleton Army
Firecracker Zappies Guards The Log Inferno Dragon
Electro Giant
Zappies Inferno Dragon
The Log
Firecracker Zappies Guards Skeleton Army Inferno Dragon
Inferno Dragon
Skeleton Army Electro Giant 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 Zappies The Log
Skeleton Army Inferno Dragon Firecracker Zappies The Log
Skeleton Army Zappies Inferno Dragon
Skeleton Army Inferno Dragon Firecracker Zappies Guards
Firecracker Skeleton Army The Log
Skeleton Army The Log Firecracker Zappies Guards
Inferno Dragon Firecracker Zappies
Electro Giant The Log
Zappies Inferno Dragon Skeleton Army
Guards Skeleton Army Firecracker Zappies
Guards Skeleton Army Firecracker Zappies Electro Giant The Log
Inferno Dragon Firecracker Zappies
Skeleton Army Zappies Guards The Log
Skeleton Army Firecracker Zappies Guards The Log
Skeleton Army Inferno Dragon Zappies
Skeleton Army Zappies Electro Giant The Log Inferno Dragon
Firecracker Zappies Skeleton Army
Firecracker Zappies Guards Skeleton Army The Log
The Log Firecracker Zappies Guards Inferno Dragon
Zappies Inferno Dragon
Skeleton Army Firecracker Zappies Guards Electro Giant The Log

Counters to secondary win conditions

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

Guards Skeleton Army Zappies Electro Giant
Firecracker The Log Inferno Dragon
Zappies Guards Skeleton Army The Log
Guards Skeleton Army Zappies The Log
Zappies Guards Skeleton Army Inferno Dragon
Firecracker Electro Giant Zappies
Guards Skeleton Army Zappies
Zappies Skeleton Army Inferno Dragon
Firecracker Zappies Skeleton Army The Log Inferno Dragon
Zappies Guards Skeleton Army Inferno Dragon
Inferno Dragon Zappies Guards
Skeleton Army Guards Electro Giant The Log
Skeleton Army Zappies Guards
Firecracker Zappies Skeleton Army Electro Giant
Zappies Guards Skeleton Army Electro Giant Firecracker The Log Inferno Dragon
Firecracker Zappies Electro Giant The Log Inferno Dragon

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 Guards The Log
Firecracker The Log
The Log
Firecracker Guards The Log
Firecracker The Log
Firecracker Electro Giant
Firecracker The Log
The Log Firecracker
The Log Firecracker
Guards
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Firecracker The Log
Firecracker Electro Giant The Log
The Log
The Log
The Log
Firecracker Electro Giant The Log
Inferno Dragon
Firecracker The Log
The Log
Firecracker The Log
Firecracker Electro Giant
Firecracker Zappies Guards Electro Giant
The Log
Firecracker Zappies
Firecracker The Log
Zappies Guards Skeleton Army
Firecracker Zappies
The Log
Firecracker
The Log Firecracker
Electro Giant
Firecracker
Electro Giant Firecracker Zappies Guards The Log
Firecracker Zappies
Firecracker Electro Giant The Log
Inferno Dragon
Firecracker

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