My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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

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 Monk

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball Tornado Poison The Log

Pump responses

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

Fireball Poison

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 Monk

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Tornado Poison

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Tornado Poison 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 Tornado Poison

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 The Log Cannon Firecracker Tornado Fireball Poison Monk

Shortest cycle

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

10 Bats The Log Cannon Firecracker

Attack Synergies 1 7

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
Cannon
Firecracker
Bats Tornado Monk
Fireball
Tornado The Log
Tornado
Fireball Firecracker Poison The Log
Poison
Tornado The Log
The Log
Fireball Tornado Poison
Monk
Firecracker

Defense Synergies 4 10

Bats
Cannon Firecracker The Log
Cannon
The Log Bats Firecracker Fireball Poison
Firecracker
The Log Bats Cannon Tornado
Fireball
Tornado The Log Cannon
Tornado
Fireball Firecracker Poison The Log
Poison
Cannon Tornado The Log
The Log
Cannon Firecracker Fireball Bats Tornado Poison
Monk

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 Fireball The Log
Bats Cannon Firecracker The Log Monk
Cannon Tornado Bats
Cannon Bats Firecracker Monk
Firecracker Fireball Tornado Poison The Log Monk
Fireball Tornado The Log Bats Cannon Firecracker
Bats Tornado Cannon Firecracker Fireball Poison
Cannon Fireball Poison The Log Monk
Cannon Tornado
Tornado Cannon Firecracker
Bats Poison Cannon Firecracker Fireball Tornado The Log
Bats Firecracker Fireball Tornado Poison
Cannon Bats Fireball The Log
Fireball Bats Cannon Firecracker Tornado Poison The Log
Cannon
Tornado Monk Cannon Fireball The Log
Bats Cannon Firecracker Fireball Tornado Poison
Cannon Fireball Bats Firecracker Tornado The Log
Tornado Poison The Log Bats Cannon Firecracker Fireball
Cannon Tornado
Bats Cannon Firecracker Fireball Poison The Log

Counters to secondary win conditions

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

Fireball
Fireball Poison Firecracker The Log Monk
Bats The Log
Bats Fireball Tornado The Log Monk
Cannon
Firecracker Fireball Poison Bats Tornado Monk
Bats Fireball
Bats Firecracker Fireball Tornado Poison The Log Monk
Cannon
Bats
Monk Fireball Tornado Poison The Log
Cannon Fireball
Cannon Firecracker Fireball
Bats Firecracker Fireball Tornado Poison The Log Monk
Bats Poison Cannon Firecracker Fireball The Log
Cannon 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 Poison Firecracker The Log Monk
Firecracker Fireball Poison Monk Tornado The Log
Fireball Poison The Log
Firecracker Fireball Poison The Log
Fireball Poison Firecracker The Log
Firecracker Fireball Poison Bats Tornado Monk
Firecracker Tornado Poison The Log
Fireball Poison The Log Firecracker Tornado
Fireball Poison The Log Monk Firecracker Tornado
Bats Fireball Tornado Poison
Firecracker Poison Monk Fireball Tornado The Log
Fireball Poison Monk Firecracker Tornado
Poison Firecracker Fireball The Log
Firecracker Fireball Poison Monk
Firecracker Fireball Poison The Log
Firecracker Fireball Poison The Log
Firecracker Fireball Poison The Log
Monk Fireball Tornado Poison
Bats
Firecracker Fireball Poison The Log Monk
Firecracker Fireball Tornado Poison The Log Monk
Fireball Poison The Log Monk
Fireball Tornado Poison
Tornado The Log Monk
Fireball Poison The Log Monk
Firecracker Tornado Poison The Log Fireball
Firecracker Fireball Poison The Log Tornado Monk
Fireball Tornado Poison The Log Monk
Fireball Poison Firecracker Tornado The Log
Poison Bats Firecracker Fireball Tornado
Bats Firecracker Fireball Poison
Fireball
Poison Fireball The Log
Firecracker Fireball Poison Monk
Firecracker Fireball Poison The Log Monk
Bats Fireball
Fireball Poison Firecracker Tornado Monk
The Log Fireball
Fireball Poison Firecracker
The Log Firecracker Fireball Poison
Monk Fireball Tornado Poison
Firecracker
Bats Firecracker Fireball Tornado Poison The Log
Firecracker Bats Fireball Tornado Poison
Poison Firecracker Fireball Tornado The Log Monk
Fireball Firecracker Monk

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