My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Zappies Baby Dragon Ice 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.

Bats Firecracker Zappies Baby Dragon Electro Giant Ice Wizard

Offensive cards

Win conditions

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

Royal Hogs Electro Giant

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.

Royal Hogs Electro Giant

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.

Royal Hogs Baby Dragon Electro Giant

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 Royal Hogs

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 Royal Hogs
Giant Snowball
Bats Zappies Royal Hogs Baby Dragon
Zap
Bats Firecracker Zappies Royal Hogs
Barbarian Barrel
Firecracker Zappies Royal Hogs Ice Wizard
The Log
Firecracker Zappies Royal Hogs
Earthquake
Firecracker Zappies Royal Hogs
Arrows
Bats Firecracker Zappies Royal Hogs
Royal Delivery
Bats Firecracker Zappies Royal Hogs Baby Dragon Ice Wizard
Fireball
Firecracker Zappies Royal Hogs Baby Dragon Ice Wizard
Poison
Bats Firecracker Zappies Royal Hogs Ice Wizard
Lightning
Baby Dragon Ice Wizard
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Firecracker Baby Dragon Electro Giant Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Baby Dragon Electro Giant The Log Ice Wizard

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 Baby Dragon Electro Giant Ice Wizard

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.

Mediocre

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 Zappies Baby Dragon Royal Hogs Electro Giant

Shortest cycle

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

10 Bats The Log Firecracker Ice Wizard

Attack Synergies 0 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.

Bats
Firecracker Royal Hogs Baby Dragon
Firecracker
Bats Zappies Royal Hogs Baby Dragon
Zappies
Firecracker Royal Hogs Baby Dragon
Royal Hogs
Bats Firecracker Zappies The Log
Baby Dragon
Bats Firecracker Zappies Electro Giant Ice Wizard
Electro Giant
Baby Dragon
The Log
Royal Hogs
Ice Wizard
Baby Dragon

Defense Synergies 2 13

Bats
Firecracker Zappies Baby Dragon The Log Ice Wizard
Firecracker
The Log Bats Zappies Baby Dragon Ice Wizard
Zappies
Bats Firecracker Electro Giant The Log
Royal Hogs
Baby Dragon
Ice Wizard Bats Firecracker The Log
Electro Giant
Zappies Ice Wizard
The Log
Firecracker Bats Zappies Baby Dragon Ice Wizard
Ice Wizard
Baby Dragon Bats Firecracker Electro Giant 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 Zappies Baby Dragon The Log
Bats Firecracker Zappies The Log Ice Wizard
Bats Zappies Ice Wizard
Bats Firecracker Zappies Ice Wizard
Firecracker The Log
The Log Bats Firecracker Zappies Baby Dragon Ice Wizard
Bats Firecracker Zappies Baby Dragon Ice Wizard
Baby Dragon Electro Giant The Log
Zappies Ice Wizard
Firecracker Zappies Ice Wizard
Bats Ice Wizard Firecracker Zappies Baby Dragon Electro Giant The Log
Bats Firecracker Zappies Baby Dragon Ice Wizard
Bats Zappies The Log Ice Wizard
Bats Firecracker Zappies Baby Dragon The Log
Zappies
Zappies Electro Giant The Log
Bats Firecracker Zappies
Bats Firecracker Zappies Baby Dragon The Log Ice Wizard
Baby Dragon The Log Bats Firecracker Zappies Ice Wizard
Zappies
Bats Firecracker Zappies Baby Dragon Electro Giant The Log

Counters to secondary win conditions

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

Zappies Electro Giant
Firecracker Baby Dragon The Log
Zappies Bats The Log
Bats Zappies The Log
Zappies
Firecracker Electro Giant Bats Zappies Baby Dragon Ice Wizard
Bats Zappies Ice Wizard
Zappies
Bats Firecracker Zappies Baby Dragon The Log
Zappies
Bats Zappies
Electro Giant The Log
Zappies
Firecracker Zappies Baby Dragon Electro Giant
Zappies Electro Giant Bats Firecracker Baby Dragon The Log
Bats Firecracker Zappies Baby Dragon Electro Giant The Log Ice Wizard
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 Baby Dragon The Log
Firecracker Baby Dragon The Log Ice Wizard
Baby Dragon The Log
Firecracker The Log
Firecracker Baby Dragon The Log
Firecracker Electro Giant Bats Baby Dragon Ice Wizard
Firecracker Baby Dragon The Log
The Log Firecracker Baby Dragon Ice Wizard
The Log Firecracker
Bats
Firecracker The Log
Firecracker Baby Dragon
Firecracker Baby Dragon The Log
Firecracker Baby Dragon
Firecracker Baby Dragon The Log
Firecracker Baby Dragon The Log
Firecracker Baby Dragon The Log
Bats
Firecracker Baby Dragon The Log
Firecracker Baby Dragon Electro Giant The Log
Baby Dragon The Log
The Log
Baby Dragon The Log
Firecracker Electro Giant The Log Baby Dragon Ice Wizard
Firecracker The Log Baby Dragon Ice Wizard
Baby Dragon The Log
Firecracker Baby Dragon The Log
Bats Firecracker Baby Dragon Electro Giant Ice Wizard
Bats Firecracker Zappies Electro Giant
The Log
Firecracker Zappies
Firecracker The Log
Bats Zappies
Firecracker Zappies Baby Dragon Ice Wizard
The Log
Firecracker Baby Dragon
The Log Firecracker Baby Dragon
Electro Giant
Firecracker
Electro Giant Bats Firecracker Zappies Baby Dragon The Log
Firecracker Bats Zappies
Firecracker Baby Dragon Electro Giant The Log
Firecracker

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