My Best Clash Royale Deck

Deck Check Rating

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

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 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 Little Prince

Defensive buildings

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

Mortar

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 Giant Skeleton Little Prince

Offensive cards

Win conditions

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

Mortar Wall Breakers

Damage spells

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

Fireball The Log

Punishments

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

Mortar Wall Breakers

Pump responses

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

Fireball

Dropped at the bridge

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

Mortar Wall Breakers Giant Skeleton

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 Giant Skeleton

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 Wall Breakers Giant Skeleton
Giant Snowball
Bats Wall Breakers Little Prince
Zap
Bats Firecracker Mortar Wall Breakers Little Prince
Barbarian Barrel
Firecracker Mortar Wall Breakers Giant Skeleton Little Prince
The Log
Firecracker Wall Breakers Giant Skeleton Little Prince
Earthquake
Firecracker Mortar
Arrows
Bats Firecracker Wall Breakers Little Prince
Royal Delivery
Bats Firecracker Wall Breakers Giant Skeleton Little Prince
Fireball
Firecracker Mortar Wall Breakers Little Prince
Poison
Bats Firecracker Mortar Little Prince
Lightning
Mortar Little Prince
Rocket
Mortar Little Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Mortar Fireball 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 Giant Skeleton

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.

Fireball

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.

Fireball

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.

Bats Wall Breakers The Log Firecracker Little Prince Mortar Fireball Giant Skeleton

Shortest cycle

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

9 Bats Wall Breakers The Log Firecracker

Attack Synergies 1 14

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
Giant Skeleton Firecracker Mortar Wall Breakers
Firecracker
Bats Mortar Wall Breakers Giant Skeleton
Mortar
Bats Firecracker Fireball The Log
Fireball
Mortar Wall Breakers The Log Little Prince
Wall Breakers
Bats Firecracker Fireball The Log
Giant Skeleton
Bats Firecracker The Log
The Log
Mortar Fireball Wall Breakers Giant Skeleton Little Prince
Little Prince
Fireball The Log

Defense Synergies 2 12

Bats
Firecracker Mortar Giant Skeleton The Log
Firecracker
The Log Bats Mortar Giant Skeleton
Mortar
Bats Firecracker Fireball The Log
Fireball
The Log Mortar Little Prince
Wall Breakers
Giant Skeleton
Bats Firecracker The Log Little Prince
The Log
Firecracker Fireball Bats Mortar Giant Skeleton Little Prince
Little Prince
Fireball Giant Skeleton 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 Mortar Fireball The Log
Bats Firecracker Mortar The Log
Mortar Bats Giant Skeleton
Bats Firecracker Mortar
Firecracker Fireball Giant Skeleton The Log
Fireball The Log Bats Firecracker
Bats Firecracker Mortar Fireball Little Prince
Fireball Giant Skeleton The Log
Mortar
Firecracker Giant Skeleton Little Prince
Bats Firecracker Fireball Giant Skeleton The Log
Bats Firecracker Fireball
Mortar Bats Fireball Giant Skeleton The Log
Fireball Bats Firecracker Mortar The Log
Mortar
Mortar Fireball The Log
Bats Firecracker Mortar Fireball
Mortar Fireball Bats Firecracker The Log Little Prince
Mortar The Log Bats Firecracker Fireball Giant Skeleton Little Prince
Mortar
Bats Firecracker Fireball Giant Skeleton The Log Little Prince

Counters to secondary win conditions

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

Fireball Giant Skeleton
Fireball Firecracker Mortar The Log
Giant Skeleton Bats The Log
Giant Skeleton Bats Fireball The Log
Giant Skeleton
Firecracker Fireball Bats
Bats Fireball Giant Skeleton
Giant Skeleton
Giant Skeleton Bats Firecracker Mortar Fireball The Log
Bats Giant Skeleton
Fireball Giant Skeleton The Log
Giant Skeleton Fireball
Firecracker Fireball
Bats Firecracker Mortar Fireball Giant Skeleton The Log Little Prince
Bats Firecracker Fireball Giant Skeleton The Log
Mortar Fireball

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.)

Fireball Firecracker Mortar Giant Skeleton The Log
Firecracker Mortar Fireball The Log
Fireball Giant Skeleton The Log
Firecracker Fireball Giant Skeleton The Log
Fireball Firecracker Mortar The Log
Firecracker Fireball Bats
Firecracker Mortar The Log
Fireball The Log Firecracker
Fireball The Log Firecracker Mortar
Bats Fireball
Firecracker Mortar Fireball The Log
Fireball Firecracker
Firecracker Mortar Fireball The Log
Firecracker Mortar Fireball
Firecracker Mortar Fireball The Log
Firecracker Mortar Fireball The Log
Firecracker Mortar Fireball The Log
Mortar Fireball
Bats
Firecracker Mortar Fireball The Log
Firecracker Mortar Fireball The Log Little Prince
Fireball Giant Skeleton The Log
Fireball
The Log
Mortar Fireball The Log
Firecracker The Log Mortar Fireball Little Prince
Firecracker Mortar Fireball The Log
Fireball Mortar The Log
Fireball Firecracker Mortar The Log
Bats Firecracker Fireball Little Prince
Bats Firecracker Fireball
Fireball
Mortar Fireball The Log
Firecracker Fireball
Giant Skeleton
Firecracker Fireball The Log
Bats Fireball
Fireball Firecracker
The Log Fireball
Fireball Firecracker
The Log Firecracker Mortar Fireball
Fireball Giant Skeleton
Firecracker
Bats Firecracker Fireball Giant Skeleton The Log
Firecracker Bats Fireball
Firecracker Mortar Fireball Giant Skeleton The Log Little Prince
Fireball Firecracker Mortar

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: