My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Inferno Tower

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 Knight Firecracker Electro Giant

Offensive cards

Win conditions

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

Goblin Barrel 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.

Goblin Barrel Electro Giant

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 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 Goblin Barrel

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 Skeleton Army
Giant Snowball
Bats Goblin Barrel Skeleton Army
Zap
Bats Firecracker Inferno Tower Goblin Barrel Skeleton Army
Barbarian Barrel
Knight Firecracker Inferno Tower Goblin Barrel Skeleton Army
The Log
Firecracker Goblin Barrel Skeleton Army
Earthquake
Firecracker Inferno Tower Goblin Barrel Skeleton Army
Arrows
Bats Firecracker Goblin Barrel Skeleton Army
Royal Delivery
Bats Knight Firecracker Goblin Barrel Skeleton Army
Fireball
Firecracker Inferno Tower Goblin Barrel Skeleton Army
Poison
Bats Firecracker Inferno Tower Skeleton Army
Lightning
Knight Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Electro Giant The Log

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 Knight Inferno Tower Skeleton Army Electro Giant

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 Skeleton Army

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.

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 Knight Firecracker Goblin Barrel Skeleton Army Inferno Tower Electro Giant

Shortest cycle

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

10 Bats The Log Knight Firecracker

Attack Synergies 3 5

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
Knight
Bats Firecracker Goblin Barrel The Log
Firecracker
Knight Bats Goblin Barrel
Inferno Tower
Goblin Barrel
Knight Bats Firecracker Skeleton Army
Skeleton Army
Goblin Barrel
Electro Giant
The Log
Knight

Defense Synergies 6 8

Bats
Knight Firecracker Inferno Tower The Log
Knight
Bats Firecracker Inferno Tower Skeleton Army The Log
Firecracker
Knight The Log Bats Inferno Tower Skeleton Army
Inferno Tower
Knight Skeleton Army The Log Bats Firecracker
Goblin Barrel
Skeleton Army
Inferno Tower Knight Firecracker The Log
Electro Giant
The Log
Firecracker Inferno Tower Bats Knight Skeleton Army

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 Inferno Tower The Log
Inferno Tower Skeleton Army Bats Knight Firecracker The Log
Inferno Tower Skeleton Army Bats Knight
Inferno Tower Skeleton Army Bats Knight Firecracker
Firecracker Skeleton Army The Log
Skeleton Army The Log Bats Firecracker
Bats Inferno Tower Firecracker
Inferno Tower Electro Giant The Log
Inferno Tower Skeleton Army
Knight Skeleton Army Firecracker Inferno Tower
Bats Skeleton Army Knight Firecracker Electro Giant The Log
Inferno Tower Bats Firecracker
Inferno Tower Skeleton Army Bats Knight The Log
Skeleton Army Bats Firecracker The Log
Inferno Tower Skeleton Army Knight
Inferno Tower Skeleton Army Electro Giant The Log
Bats Knight Firecracker Inferno Tower Skeleton Army
Bats Knight Firecracker Skeleton Army The Log
The Log Bats Knight Firecracker
Inferno Tower
Skeleton Army Bats Knight Firecracker Electro Giant The Log
Inferno Tower Skeleton Army

Counters to secondary win conditions

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

Knight Skeleton Army Inferno Tower Electro Giant
Knight Firecracker The Log
Skeleton Army Bats Knight Inferno Tower The Log
Skeleton Army Bats Knight Inferno Tower The Log
Inferno Tower Knight Skeleton Army
Firecracker Electro Giant Bats
Skeleton Army Bats Knight Inferno Tower
Inferno Tower Knight Skeleton Army
Bats Knight Firecracker Inferno Tower Skeleton Army The Log
Inferno Tower Skeleton Army
Bats Knight Inferno Tower
Skeleton Army Electro Giant The Log
Skeleton Army Knight Inferno Tower
Firecracker Skeleton Army Electro Giant
Inferno Tower Skeleton Army Electro Giant Bats Knight Firecracker The Log
Bats Firecracker Inferno Tower Electro Giant The Log
Inferno Tower

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 The Log
Firecracker The Log
The Log
Knight Firecracker The Log
Firecracker The Log
Firecracker Electro Giant Bats
Firecracker The Log
The Log Firecracker
The Log Firecracker
Bats
Firecracker Knight The Log
Firecracker
Knight Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Bats
Firecracker The Log
Firecracker Electro Giant The Log
The Log
The Log
The Log
Firecracker Electro Giant The Log
Firecracker The Log
The Log
Firecracker The Log
Bats Firecracker Electro Giant
Bats Firecracker Electro Giant
The Log
Firecracker
Firecracker The Log
Bats Skeleton Army
Firecracker
The Log
Knight Firecracker
The Log Firecracker
Electro Giant
Firecracker
Electro Giant Bats Firecracker The Log
Firecracker Bats
Firecracker Electro Giant The Log
Firecracker

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