My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

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 Mega Knight Monk

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider 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.

Hog Rider 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 Hog Rider Monk

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 Hog Rider Skeleton Army
Giant Snowball
Bats Cannon Hog Rider Skeleton Army
Zap
Bats Cannon Firecracker Skeleton Army
Barbarian Barrel
Cannon Firecracker Skeleton Army
The Log
Cannon Firecracker Hog Rider Skeleton Army
Earthquake
Cannon Firecracker Hog Rider Skeleton Army
Arrows
Bats Firecracker Skeleton Army
Royal Delivery
Bats Firecracker Hog Rider Skeleton Army
Fireball
Cannon Firecracker Hog Rider Skeleton Army
Poison
Bats Cannon Firecracker Skeleton Army
Lightning
Cannon Monk
Rocket
Hog Rider

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 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 Skeleton Army Mega Knight

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.

Skeleton Army

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Cannon Firecracker Skeleton Army Hog Rider Monk Mega Knight

Shortest cycle

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

10 Bats The Log Cannon Firecracker

Attack Synergies 4 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
Hog Rider Mega Knight Firecracker
Cannon
Firecracker
Hog Rider Bats Mega Knight Monk
Hog Rider
Bats Firecracker The Log Mega Knight
Skeleton Army
The Log
Hog Rider Mega Knight
Mega Knight
Bats Firecracker Hog Rider The Log
Monk
Firecracker

Defense Synergies 2 10

Bats
Cannon Firecracker The Log Mega Knight
Cannon
The Log Bats Firecracker Skeleton Army
Firecracker
The Log Bats Cannon Skeleton Army Mega Knight
Hog Rider
Skeleton Army
Cannon Firecracker The Log
The Log
Cannon Firecracker Bats Skeleton Army Mega Knight
Mega Knight
Bats Firecracker The Log
Monk

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.

Cannon Firecracker The Log
Skeleton Army Bats Cannon Firecracker The Log Mega Knight Monk
Cannon Skeleton Army Mega Knight Bats
Cannon Skeleton Army Bats Firecracker Mega Knight Monk
Firecracker Skeleton Army The Log Mega Knight Monk
Skeleton Army The Log Bats Cannon Firecracker Mega Knight
Bats Cannon Firecracker
Cannon The Log Mega Knight Monk
Cannon Skeleton Army
Skeleton Army Cannon Firecracker Mega Knight
Bats Skeleton Army Cannon Firecracker The Log Mega Knight
Bats Firecracker
Cannon Skeleton Army Mega Knight Bats The Log
Skeleton Army Mega Knight Bats Cannon Firecracker The Log
Skeleton Army Cannon Mega Knight
Skeleton Army Monk Cannon The Log Mega Knight
Mega Knight Bats Cannon Firecracker Skeleton Army
Cannon Mega Knight Bats Firecracker Skeleton Army The Log
The Log Bats Cannon Firecracker Mega Knight
Cannon
Skeleton Army Mega Knight Bats Cannon Firecracker The Log

Counters to secondary win conditions

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

Skeleton Army Mega Knight
Firecracker The Log Mega Knight Monk
Skeleton Army Mega Knight Bats The Log
Skeleton Army Mega Knight Bats The Log Monk
Cannon Skeleton Army Mega Knight
Firecracker Bats Monk
Skeleton Army Bats
Mega Knight Skeleton Army
Mega Knight Bats Firecracker Skeleton Army The Log Monk
Cannon Skeleton Army
Mega Knight Bats
Skeleton Army Mega Knight Monk The Log
Skeleton Army Mega Knight Cannon
Cannon Firecracker Skeleton Army Mega Knight
Skeleton Army Bats Firecracker The Log Monk
Bats Mega Knight Cannon Firecracker The Log
Cannon

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 The Log Monk
Firecracker Monk The Log
The Log
Firecracker The Log
Firecracker The Log Mega Knight
Firecracker Bats Monk
Firecracker The Log
The Log Firecracker
The Log Monk Firecracker
Bats
Firecracker Monk The Log
Monk Firecracker
Firecracker The Log
Firecracker Monk
Firecracker The Log
Firecracker The Log
Firecracker The Log Mega Knight
Monk
Bats
Firecracker The Log Mega Knight Monk
Firecracker The Log Mega Knight Monk
The Log Mega Knight Monk
The Log Monk
The Log Monk
Firecracker The Log Mega Knight
Firecracker The Log Monk
The Log Mega Knight Monk
Firecracker The Log
Bats Firecracker
Bats Firecracker
The Log Mega Knight
Firecracker Monk
Mega Knight
Firecracker The Log Monk
Bats Skeleton Army
Firecracker Monk
The Log
Firecracker Mega Knight
The Log Firecracker
Monk
Firecracker Mega Knight
Bats Firecracker The Log
Firecracker Bats
Firecracker The Log Mega Knight Monk
Firecracker Mega Knight Monk

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