My Best Clash Royale Deck

Deck Check Rating

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

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 Wizard

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.

Skeletons Bats Firecracker Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider Wall Breakers

Damage spells

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

Tornado

Punishments

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

Hog Rider Wall Breakers 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 Wall Breakers 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
Skeletons Bats Hog Rider Wall Breakers
Giant Snowball
Skeletons Bats Hog Rider Wall Breakers
Zap
Skeletons Bats Firecracker Wall Breakers
Barbarian Barrel
Skeletons Firecracker Wizard Wall Breakers
The Log
Skeletons Firecracker Hog Rider Wall Breakers
Earthquake
Skeletons Firecracker Hog Rider
Arrows
Skeletons Bats Firecracker Wall Breakers
Royal Delivery
Skeletons Bats Firecracker Hog Rider Wizard Wall Breakers
Fireball
Firecracker Hog Rider Wizard Wall Breakers
Poison
Bats Firecracker Wizard
Lightning
Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Tornado Mega Knight

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 Mega 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Wall Breakers Firecracker Tornado Hog Rider Wizard Mega Knight

Shortest cycle

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

8 Skeletons Bats Wall Breakers Firecracker

Attack Synergies 4 11

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.

Skeletons
Bats
Hog Rider Mega Knight Firecracker Wall Breakers
Firecracker
Hog Rider Bats Wall Breakers Tornado Mega Knight
Hog Rider
Bats Firecracker Wizard Tornado Mega Knight
Wizard
Tornado Hog Rider Mega Knight
Wall Breakers
Bats Firecracker Mega Knight
Tornado
Wizard Firecracker Hog Rider Mega Knight
Mega Knight
Bats Firecracker Hog Rider Wizard Wall Breakers Tornado

Defense Synergies 1 10

Skeletons
Bats Firecracker Wizard Tornado
Bats
Skeletons Firecracker Mega Knight
Firecracker
Skeletons Bats Tornado Mega Knight
Hog Rider
Wizard
Tornado Skeletons Mega Knight
Wall Breakers
Tornado
Wizard Skeletons Firecracker Mega Knight
Mega Knight
Bats Firecracker Wizard Tornado

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 Wizard
Skeletons Bats Firecracker Mega Knight
Tornado Mega Knight Skeletons Bats
Skeletons Bats Firecracker Mega Knight
Firecracker Tornado Mega Knight
Tornado Skeletons Bats Firecracker Mega Knight
Bats Tornado Firecracker Wizard
Mega Knight
Skeletons Tornado
Tornado Skeletons Firecracker Mega Knight
Bats Skeletons Firecracker Wizard Tornado Mega Knight
Bats Firecracker Wizard Tornado
Mega Knight Skeletons Bats Wizard
Wizard Mega Knight Bats Firecracker Tornado
Mega Knight
Tornado Mega Knight
Wizard Mega Knight Skeletons Bats Firecracker Tornado
Mega Knight Bats Firecracker Wizard Tornado
Wizard Tornado Bats Firecracker Mega Knight
Tornado
Wizard Mega Knight Bats Firecracker

Counters to secondary win conditions

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

Mega Knight Skeletons
Firecracker Wizard Mega Knight
Mega Knight Skeletons Bats
Mega Knight Bats Tornado
Skeletons Mega Knight
Firecracker Wizard Skeletons Bats Tornado
Skeletons Bats
Mega Knight
Mega Knight Skeletons Bats Firecracker Tornado
Skeletons
Mega Knight Bats
Mega Knight Tornado
Mega Knight Skeletons Wizard
Wizard Firecracker Mega Knight
Skeletons Bats Firecracker Tornado
Bats Mega Knight Firecracker Wizard

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
Firecracker Tornado
Firecracker
Wizard Firecracker Mega Knight
Firecracker Wizard Bats Tornado
Firecracker Wizard Tornado
Firecracker Wizard Tornado
Firecracker Wizard Tornado
Bats Tornado
Firecracker Wizard Tornado
Firecracker Wizard Tornado
Firecracker
Firecracker
Firecracker
Firecracker Wizard
Firecracker Wizard Mega Knight
Tornado
Bats
Firecracker Wizard Mega Knight
Firecracker Wizard Tornado Mega Knight
Mega Knight
Wizard Tornado
Tornado
Firecracker Tornado Wizard Mega Knight
Firecracker Wizard Tornado
Wizard Tornado Mega Knight
Firecracker Tornado
Bats Firecracker Wizard Tornado
Bats Firecracker Wizard
Wizard Mega Knight
Firecracker
Mega Knight
Firecracker Wizard
Bats
Firecracker Wizard Tornado
Firecracker Wizard Mega Knight
Firecracker Wizard
Tornado
Firecracker Mega Knight
Bats Firecracker Tornado
Firecracker Bats Tornado
Firecracker Tornado Mega Knight

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