My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Inferno Tower Witch Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Witch Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider 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.

Fire Spirit Hog Rider 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.

Hog Rider Electro Wizard

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 Hog Rider
Giant Snowball
Fire Spirit Bats Hog Rider Witch
Zap
Fire Spirit Bats Inferno Tower Witch
Barbarian Barrel
Fire Spirit Inferno Tower Witch Electro Wizard
The Log
Fire Spirit Hog Rider Witch
Earthquake
Hog Rider Inferno Tower Witch
Arrows
Fire Spirit Bats Witch
Royal Delivery
Fire Spirit Bats Hog Rider Witch Electro Wizard
Fireball
Hog Rider Inferno Tower Witch Electro Wizard
Poison
Bats Inferno Tower Witch Electro Wizard
Lightning
Inferno Tower Witch Electro Wizard
Rocket
Hog Rider Inferno Tower Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit The Log Mega Knight

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.

Fire Spirit Bats Inferno Tower 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.

Fire Spirit Witch Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats The Log Hog Rider Electro Wizard Inferno Tower Witch Mega Knight

Shortest cycle

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

9 Fire Spirit Bats The Log Hog Rider

Attack Synergies 4 6

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.

Fire Spirit
Hog Rider
Bats
Hog Rider Mega Knight
Hog Rider
Fire Spirit Bats The Log Witch Electro Wizard Mega Knight
Inferno Tower
Witch
Hog Rider Mega Knight
The Log
Hog Rider Mega Knight
Electro Wizard
Hog Rider Mega Knight
Mega Knight
Bats Hog Rider Witch The Log Electro Wizard

Defense Synergies 2 14

Fire Spirit
Inferno Tower The Log Electro Wizard
Bats
Inferno Tower The Log Electro Wizard Mega Knight
Hog Rider
Inferno Tower
The Log Electro Wizard Fire Spirit Bats Mega Knight
Witch
The Log Electro Wizard Mega Knight
The Log
Inferno Tower Fire Spirit Bats Witch Electro Wizard Mega Knight
Electro Wizard
Inferno Tower Fire Spirit Bats Witch The Log Mega Knight
Mega Knight
Bats Inferno Tower Witch The Log Electro Wizard

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.

Inferno Tower The Log Electro Wizard
Inferno Tower Bats Witch The Log Electro Wizard Mega Knight
Inferno Tower Witch Mega Knight Fire Spirit Bats Electro Wizard
Inferno Tower Witch Bats Electro Wizard Mega Knight
The Log Mega Knight
The Log Fire Spirit Bats Electro Wizard Mega Knight
Bats Inferno Tower Electro Wizard Fire Spirit Witch
Inferno Tower The Log Electro Wizard Mega Knight
Inferno Tower Witch
Fire Spirit Inferno Tower Electro Wizard Mega Knight
Bats Witch Electro Wizard The Log Mega Knight
Inferno Tower Bats Witch Electro Wizard
Inferno Tower Mega Knight Fire Spirit Bats Witch The Log Electro Wizard
Fire Spirit Mega Knight Bats Witch The Log Electro Wizard
Inferno Tower Electro Wizard Mega Knight
Inferno Tower The Log Electro Wizard Mega Knight
Mega Knight Bats Inferno Tower Witch Electro Wizard
Fire Spirit Mega Knight Bats Witch The Log Electro Wizard
Witch The Log Fire Spirit Bats Electro Wizard Mega Knight
Inferno Tower Electro Wizard
Mega Knight Fire Spirit Bats Witch The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight Inferno Tower Witch Electro Wizard
Electro Wizard The Log Mega Knight
Mega Knight Bats Inferno Tower Witch The Log Electro Wizard
Mega Knight Bats Inferno Tower The Log Electro Wizard
Inferno Tower Witch Mega Knight
Fire Spirit Bats Witch Electro Wizard
Bats Inferno Tower Witch Electro Wizard
Inferno Tower Mega Knight
Electro Wizard Mega Knight Bats Inferno Tower Witch The Log
Inferno Tower Witch
Mega Knight Bats Inferno Tower Witch
Mega Knight The Log Electro Wizard
Mega Knight Inferno Tower Witch
Witch Mega Knight
Inferno Tower Witch Electro Wizard Bats The Log
Bats Mega Knight Inferno Tower Witch The Log Electro Wizard
Inferno Tower Electro 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.)

The Log
The Log Electro Wizard
The Log
The Log
Fire Spirit The Log Mega Knight
Fire Spirit Bats Witch
Fire Spirit Witch The Log
The Log Fire Spirit
The Log
Fire Spirit Bats Electro Wizard
The Log Electro Wizard
Fire Spirit
Fire Spirit The Log
The Log
Witch The Log
The Log Mega Knight
Bats
Fire Spirit The Log Electro Wizard Mega Knight
Fire Spirit Witch The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Fire Spirit Witch Mega Knight
Witch
The Log Witch Electro Wizard
Witch The Log Mega Knight
The Log
Fire Spirit Bats Witch Electro Wizard
Electro Wizard Bats Witch
The Log Mega Knight
Electro Wizard
Mega Knight
The Log
Electro Wizard Fire Spirit Bats Witch
Fire Spirit Witch Electro Wizard
The Log
Electro Wizard Mega Knight
The Log
Mega Knight
Bats Witch The Log Electro Wizard
Bats Witch Electro Wizard
Witch The Log Electro Wizard Mega Knight
Mega Knight

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