My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Inferno Dragon Night Witch

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 Golem Inferno Dragon Night Witch

Offensive cards

Win conditions

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

Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Giant Snowball The Log

Punishments

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

Elite Barbarians

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.

Elite Barbarians Golem

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.

Elite Barbarians Golem

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 Elite Barbarians Clone Inferno Dragon Night Witch
Giant Snowball
Bats Clone Inferno Dragon Night Witch
Zap
Bats Clone Inferno Dragon Night Witch
Barbarian Barrel
Elite Barbarians Clone Night Witch
The Log
Elite Barbarians Clone
Earthquake
Clone
Arrows
Bats Clone Night Witch
Royal Delivery
Bats Elite Barbarians Clone Inferno Dragon Night Witch
Fireball
Elite Barbarians Clone Inferno Dragon Night Witch
Poison
Bats Clone Night Witch
Lightning
Elite Barbarians Inferno Dragon Night Witch
Rocket
Elite Barbarians Inferno Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball 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 Clone Golem Inferno Dragon Night Witch

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.

Elite Barbarians

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 Giant Snowball The Log Clone Inferno Dragon Night Witch Elite Barbarians Golem

Shortest cycle

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

9 Bats Giant Snowball The Log Clone

Attack Synergies 3 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
Elite Barbarians Clone Golem Inferno Dragon
Giant Snowball
Elite Barbarians Golem The Log Night Witch
Elite Barbarians
Bats Giant Snowball The Log
Clone
Golem Night Witch Bats Inferno Dragon
Golem
Clone Night Witch Bats Giant Snowball The Log
The Log
Giant Snowball Elite Barbarians Golem
Inferno Dragon
Bats Clone
Night Witch
Clone Golem Giant Snowball

Defense Synergies 0 10

Bats
Giant Snowball The Log Inferno Dragon
Giant Snowball
Bats Elite Barbarians The Log Inferno Dragon Night Witch
Elite Barbarians
Giant Snowball The Log
Clone
Golem
The Log
Bats Giant Snowball Elite Barbarians Inferno Dragon Night Witch
Inferno Dragon
Bats Giant Snowball The Log
Night Witch
Giant Snowball 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.

The Log
Elite Barbarians Inferno Dragon Bats The Log Night Witch
Bats Giant Snowball Elite Barbarians Inferno Dragon Night Witch
Elite Barbarians Inferno Dragon Night Witch Bats
Elite Barbarians The Log
The Log Bats Giant Snowball Night Witch
Bats Giant Snowball Inferno Dragon Night Witch
The Log
Inferno Dragon Elite Barbarians Night Witch
Elite Barbarians Giant Snowball Night Witch
Bats Giant Snowball The Log Night Witch
Inferno Dragon Bats Giant Snowball Night Witch
Night Witch Bats Giant Snowball Elite Barbarians The Log
Bats Giant Snowball The Log Night Witch
Elite Barbarians Inferno Dragon
Giant Snowball Elite Barbarians The Log Inferno Dragon
Bats Elite Barbarians Night Witch
Bats Giant Snowball Elite Barbarians The Log Night Witch
Giant Snowball The Log Bats Inferno Dragon
Elite Barbarians Inferno Dragon
Bats Giant Snowball Elite Barbarians The Log Night Witch

Counters to secondary win conditions

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

Giant Snowball Elite Barbarians
Giant Snowball Elite Barbarians The Log Inferno Dragon
Bats Elite Barbarians The Log
Bats Elite Barbarians The Log Night Witch
Elite Barbarians Inferno Dragon Night Witch
Bats Giant Snowball
Bats Elite Barbarians Night Witch
Elite Barbarians Inferno Dragon
Bats Giant Snowball Elite Barbarians The Log Inferno Dragon
Inferno Dragon
Inferno Dragon Bats Elite Barbarians
Giant Snowball Elite Barbarians The Log
Elite Barbarians Night Witch
Elite Barbarians Bats The Log Inferno Dragon Night Witch
Bats Giant Snowball Elite Barbarians The Log Inferno Dragon
Giant Snowball

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
Giant Snowball The Log
The Log
The Log
Giant Snowball The Log
Bats Giant Snowball
The Log
The Log Giant Snowball
The Log Giant Snowball
Bats Giant Snowball Elite Barbarians Night Witch
The Log
Giant Snowball
Giant Snowball Elite Barbarians The Log
Giant Snowball Elite Barbarians The Log
Giant Snowball The Log
The Log
Giant Snowball
Bats Night Witch
Giant Snowball The Log
Giant Snowball The Log
The Log Night Witch
Giant Snowball
The Log
Giant Snowball The Log
Giant Snowball The Log
Inferno Dragon
The Log Giant Snowball
Giant Snowball The Log
The Log
Elite Barbarians Bats Giant Snowball Night Witch
Bats Giant Snowball
Giant Snowball Elite Barbarians Night Witch
Giant Snowball The Log Night Witch
Giant Snowball
Giant Snowball The Log
Bats Night Witch
Giant Snowball
The Log
The Log Giant Snowball
Giant Snowball
Elite Barbarians
Bats Giant Snowball Elite Barbarians The Log
Bats Giant Snowball
Giant Snowball The Log
Inferno Dragon

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