My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 Ice Wizard 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.

Bats Firecracker Giant Skeleton Ice Wizard Bandit Inferno Dragon Mega Knight

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.

The Log

Punishments

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

Bandit 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.

Giant Skeleton Bandit 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 Giant Skeleton Bandit

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 Skeleton Bandit Inferno Dragon
Giant Snowball
Bats Inferno Dragon
Zap
Bats Firecracker Bandit Inferno Dragon
Barbarian Barrel
Firecracker Giant Skeleton Ice Wizard Bandit
The Log
Firecracker Giant Skeleton Bandit
Earthquake
Firecracker
Arrows
Bats Firecracker
Royal Delivery
Bats Firecracker Giant Skeleton Ice Wizard Bandit Inferno Dragon
Fireball
Firecracker Ice Wizard Bandit Inferno Dragon
Poison
Bats Firecracker Ice Wizard
Lightning
Ice Wizard Bandit Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker The Log Ice Wizard 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.

Bats Giant Skeleton Ice Wizard Inferno Dragon 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.

Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Firecracker Ice Wizard Bandit Inferno Dragon Giant Skeleton Mega Knight

Shortest cycle

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

10 Bats The Log Firecracker Ice Wizard

Attack Synergies 3 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 Mega Knight Firecracker Bandit Inferno Dragon
Firecracker
Bats Giant Skeleton Bandit Inferno Dragon Mega Knight
Giant Skeleton
Bats Firecracker The Log Ice Wizard Bandit
The Log
Giant Skeleton Bandit Mega Knight
Ice Wizard
Giant Skeleton Bandit
Bandit
Bats Firecracker Giant Skeleton The Log Ice Wizard Mega Knight
Inferno Dragon
Mega Knight Bats Firecracker
Mega Knight
Bats Inferno Dragon Firecracker The Log Bandit

Defense Synergies 1 22

Bats
Firecracker Giant Skeleton The Log Ice Wizard Bandit Inferno Dragon Mega Knight
Firecracker
The Log Bats Giant Skeleton Ice Wizard Bandit Mega Knight
Giant Skeleton
Bats Firecracker The Log Ice Wizard
The Log
Firecracker Bats Giant Skeleton Ice Wizard Bandit Inferno Dragon Mega Knight
Ice Wizard
Bats Firecracker Giant Skeleton The Log Bandit Inferno Dragon Mega Knight
Bandit
Bats Firecracker The Log Ice Wizard Mega Knight
Inferno Dragon
Bats The Log Ice Wizard Mega Knight
Mega Knight
Bats Firecracker The Log Ice Wizard Bandit Inferno Dragon

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 The Log
Inferno Dragon Bats Firecracker The Log Ice Wizard Bandit Mega Knight
Mega Knight Bats Giant Skeleton Ice Wizard Bandit Inferno Dragon
Inferno Dragon Bats Firecracker Ice Wizard Bandit Mega Knight
Firecracker Giant Skeleton The Log Mega Knight
The Log Bats Firecracker Ice Wizard Bandit Mega Knight
Bats Inferno Dragon Firecracker Ice Wizard
Giant Skeleton The Log Bandit Mega Knight
Inferno Dragon Ice Wizard
Firecracker Giant Skeleton Ice Wizard Bandit Mega Knight
Bats Ice Wizard Firecracker Giant Skeleton The Log Bandit Mega Knight
Inferno Dragon Bats Firecracker Ice Wizard
Mega Knight Bats Giant Skeleton The Log Ice Wizard Bandit
Mega Knight Bats Firecracker The Log
Inferno Dragon Bandit Mega Knight
The Log Bandit Inferno Dragon Mega Knight
Mega Knight Bats Firecracker
Mega Knight Bats Firecracker The Log Ice Wizard Bandit
The Log Bats Firecracker Giant Skeleton Ice Wizard Bandit Inferno Dragon Mega Knight
Inferno Dragon
Mega Knight Bats Firecracker Giant Skeleton The Log Bandit

Counters to secondary win conditions

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

Mega Knight Giant Skeleton Bandit
Bandit Firecracker The Log Inferno Dragon Mega Knight
Giant Skeleton Bandit Mega Knight Bats The Log
Giant Skeleton Mega Knight Bats The Log Bandit
Giant Skeleton Bandit Inferno Dragon Mega Knight
Firecracker Bats Ice Wizard
Bats Giant Skeleton Ice Wizard Bandit
Giant Skeleton Mega Knight Inferno Dragon
Giant Skeleton Mega Knight Bats Firecracker The Log Bandit Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Bats Giant Skeleton
Mega Knight Giant Skeleton The Log
Giant Skeleton Mega Knight Bandit
Firecracker Mega Knight
Bats Firecracker Giant Skeleton The Log Inferno Dragon
Bats Mega Knight Firecracker Giant Skeleton The Log Ice Wizard Inferno Dragon
Ice 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 Giant Skeleton The Log Bandit
Firecracker The Log Ice Wizard Bandit
Giant Skeleton The Log Bandit
Firecracker Giant Skeleton The Log
Firecracker The Log Mega Knight
Firecracker Bats Ice Wizard
Firecracker The Log
The Log Firecracker Ice Wizard
The Log Firecracker Bandit
Bats
Firecracker The Log Bandit
Firecracker
Firecracker The Log Bandit
Firecracker Bandit
Firecracker The Log
Firecracker The Log Bandit
Firecracker The Log Bandit Mega Knight
Bats
Firecracker The Log Bandit Mega Knight
Firecracker The Log Mega Knight
Giant Skeleton The Log Mega Knight
The Log
The Log
Firecracker The Log Ice Wizard Mega Knight
Inferno Dragon
Firecracker The Log Ice Wizard Bandit
The Log Bandit Mega Knight
Firecracker The Log Bandit
Bats Firecracker Ice Wizard
Bats Firecracker
The Log Bandit Mega Knight
Firecracker
Giant Skeleton Mega Knight
Firecracker The Log
Bats Bandit
Firecracker Ice Wizard
The Log
Firecracker Mega Knight
The Log Firecracker
Giant Skeleton
Firecracker Mega Knight
Bats Firecracker Giant Skeleton The Log
Firecracker Bats
Firecracker Giant Skeleton The Log Bandit Mega Knight
Inferno Dragon
Firecracker Mega Knight

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