My Best Clash Royale Deck

Deck Check Rating

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

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 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

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 Knight Firecracker Bandit Fisherman

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Bandit

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Knight Bandit

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 Goblin Barrel 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 Goblin Barrel Guards Bandit Fisherman
Giant Snowball
Bats Goblin Barrel Guards Fisherman
Zap
Bats Firecracker Goblin Barrel Guards Bandit Fisherman
Barbarian Barrel
Knight Firecracker Goblin Barrel Guards Bandit
The Log
Firecracker Goblin Barrel Guards Bandit Fisherman
Earthquake
Firecracker Goblin Barrel Guards
Arrows
Bats Firecracker Goblin Barrel Guards
Royal Delivery
Bats Knight Firecracker Goblin Barrel Guards Bandit Fisherman
Fireball
Firecracker Goblin Barrel Bandit Fisherman
Poison
Bats Firecracker Guards Fisherman
Lightning
Knight Bandit Fisherman
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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 Knight Guards

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.

Goblin Barrel

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.

Goblin Barrel

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 Knight Firecracker Goblin Barrel Guards Bandit Fisherman

Shortest cycle

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

10 Bats The Log Knight Firecracker

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
Knight Firecracker Goblin Barrel Bandit Fisherman
Knight
Bats Firecracker Goblin Barrel The Log
Firecracker
Knight Bats Goblin Barrel Bandit Fisherman
Goblin Barrel
Knight Bats Firecracker Guards Bandit
Guards
Goblin Barrel The Log Bandit
The Log
Knight Guards Bandit Fisherman
Bandit
Bats Firecracker Goblin Barrel Guards The Log
Fisherman
Bats Firecracker The Log

Defense Synergies 4 13

Bats
Knight Firecracker The Log Bandit Fisherman
Knight
Bats Firecracker The Log Fisherman
Firecracker
Knight The Log Bats Guards Bandit Fisherman
Goblin Barrel
Guards
Fisherman Firecracker The Log
The Log
Firecracker Bats Knight Guards Bandit Fisherman
Bandit
Bats Firecracker The Log Fisherman
Fisherman
Guards Bats Knight Firecracker The Log Bandit

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.

Knight Firecracker The Log
Bats Knight Firecracker The Log Bandit Fisherman
Fisherman Bats Knight Bandit
Bats Knight Firecracker Guards Bandit Fisherman
Firecracker The Log
The Log Bats Firecracker Guards Bandit
Bats Firecracker
The Log Bandit
Fisherman
Knight Guards Firecracker Bandit Fisherman
Bats Guards Knight Firecracker The Log Bandit Fisherman
Bats Firecracker
Bats Knight Guards The Log Bandit
Bats Firecracker Guards The Log
Knight Bandit
The Log Bandit Fisherman
Bats Knight Firecracker Fisherman
Bats Knight Firecracker Guards The Log Bandit Fisherman
The Log Bats Knight Firecracker Guards Bandit Fisherman
Fisherman
Bats Knight Firecracker Guards The Log Bandit Fisherman

Counters to secondary win conditions

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

Knight Guards Bandit Fisherman
Bandit Knight Firecracker The Log Fisherman
Guards Bandit Bats Knight The Log Fisherman
Guards Bats Knight The Log Bandit Fisherman
Knight Guards Bandit Fisherman
Firecracker Bats
Guards Bats Knight Bandit
Knight Fisherman
Bats Knight Firecracker The Log Bandit
Guards
Bats Knight Guards
Guards The Log
Knight Guards Bandit
Firecracker
Guards Bats Knight Firecracker The Log Fisherman
Bats Firecracker The Log

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.)

Knight Firecracker Guards The Log Bandit
Firecracker The Log Bandit Fisherman
The Log Bandit
Knight Firecracker Guards The Log
Firecracker The Log
Firecracker Bats
Firecracker The Log
The Log Firecracker
The Log Firecracker Bandit Fisherman
Bats Guards Fisherman
Firecracker Knight The Log Bandit Fisherman
Firecracker
Knight Firecracker The Log Bandit Fisherman
Firecracker Bandit Fisherman
Firecracker The Log Fisherman
Firecracker The Log Bandit
Firecracker The Log Bandit
Bats Fisherman
Firecracker The Log Bandit Fisherman
Firecracker The Log
The Log
The Log Fisherman
The Log
Firecracker The Log
Fisherman
Firecracker The Log Bandit Fisherman
The Log Bandit Fisherman
Firecracker The Log Bandit Fisherman
Bats Firecracker
Bats Firecracker Guards
The Log Bandit
Firecracker
Firecracker The Log
Bats Guards Bandit
Firecracker
The Log
Knight Firecracker
The Log Firecracker
Firecracker
Bats Firecracker Guards The Log
Firecracker Bats
Firecracker The Log Bandit

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