My Best Clash Royale Deck

Deck Check Rating

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

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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Firecracker

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Arrows Earthquake The Log

Punishments

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

Royal Hogs

Pump responses

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

Earthquake

Dropped at the bridge

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

Electro Spirit Royal Hogs

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.

Electro Spirit 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 Skeleton Army
Giant Snowball
Bats Royal Hogs Skeleton Army
Zap
Bats Firecracker Royal Hogs Skeleton Army
Barbarian Barrel
Electro Spirit Firecracker Royal Hogs Skeleton Army
The Log
Electro Spirit Firecracker Royal Hogs Skeleton Army
Earthquake
Firecracker Royal Hogs Skeleton Army
Arrows
Electro Spirit Bats Firecracker Royal Hogs Skeleton Army
Royal Delivery
Electro Spirit Bats Firecracker Royal Hogs Skeleton Army
Fireball
Firecracker Royal Hogs Skeleton Army
Poison
Bats Firecracker Royal Hogs Skeleton Army
Lightning
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Firecracker Earthquake 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.

Electro Spirit Bats Arrows Skeleton Army

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Bats The Log Arrows Firecracker Earthquake Skeleton Army Royal Hogs

Shortest cycle

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

8 Electro Spirit Bats The Log Arrows

Attack Synergies 2 7

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.

Electro Spirit
Bats
Firecracker Royal Hogs
Arrows
Royal Hogs Earthquake
Firecracker
Bats Earthquake Royal Hogs
Earthquake
Royal Hogs Arrows Firecracker The Log
Royal Hogs
Arrows Earthquake Bats Firecracker The Log
Skeleton Army
The Log
Earthquake Royal Hogs

Defense Synergies 1 8

Electro Spirit
The Log
Bats
Firecracker Earthquake The Log
Arrows
Firecracker
The Log Bats Earthquake Skeleton Army
Earthquake
Bats Firecracker The Log
Royal Hogs
Skeleton Army
Firecracker The Log
The Log
Firecracker Electro Spirit Bats Earthquake 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.

Earthquake Firecracker The Log
Skeleton Army Bats Firecracker The Log
Skeleton Army Bats
Skeleton Army Bats Firecracker
Arrows Firecracker Earthquake Skeleton Army The Log
Arrows Skeleton Army The Log Electro Spirit Bats Firecracker Earthquake
Bats Electro Spirit Arrows Firecracker
Earthquake Electro Spirit Arrows The Log
Skeleton Army
Skeleton Army Firecracker
Bats Skeleton Army Electro Spirit Arrows Firecracker Earthquake The Log
Arrows Bats Firecracker
Skeleton Army Bats Earthquake The Log
Skeleton Army Electro Spirit Bats Arrows Firecracker Earthquake The Log
Skeleton Army
Skeleton Army The Log
Bats Arrows Firecracker Skeleton Army
Arrows Electro Spirit Bats Firecracker Skeleton Army The Log
Arrows Earthquake The Log Electro Spirit Bats Firecracker
Skeleton Army Electro Spirit Bats Arrows Firecracker Earthquake The Log

Counters to secondary win conditions

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

Skeleton Army
Arrows Firecracker The Log
Skeleton Army Bats The Log
Skeleton Army Bats The Log
Skeleton Army
Arrows Firecracker Electro Spirit Bats
Skeleton Army Bats
Skeleton Army
Electro Spirit Bats Firecracker Skeleton Army The Log
Skeleton Army
Bats
Skeleton Army Arrows The Log
Skeleton Army
Firecracker Skeleton Army
Skeleton Army Electro Spirit Bats Firecracker The Log
Bats Arrows Electro Spirit Firecracker Earthquake The Log
Arrows

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.)

Earthquake Arrows Firecracker The Log
Arrows Firecracker The Log
Earthquake Arrows The Log
Earthquake Arrows Firecracker The Log
Arrows Firecracker Earthquake The Log
Arrows Firecracker Electro Spirit Bats
Arrows Firecracker Earthquake The Log
Arrows Earthquake The Log Firecracker
Arrows The Log Firecracker
Bats
Firecracker Arrows Earthquake The Log
Arrows Firecracker
Earthquake Firecracker The Log
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker The Log
Earthquake Arrows Firecracker The Log
Earthquake Arrows Firecracker The Log
Arrows Earthquake
Bats
Arrows Firecracker Earthquake The Log
Arrows Firecracker Earthquake The Log
Earthquake The Log
Arrows
The Log
Earthquake Arrows The Log
Arrows Firecracker Earthquake The Log Electro Spirit
Arrows Firecracker The Log Earthquake
Arrows The Log
Arrows Firecracker The Log
Bats Arrows Firecracker
Electro Spirit Bats Firecracker
Arrows Earthquake The Log
Electro Spirit Arrows Firecracker
Arrows Firecracker Earthquake The Log
Earthquake Electro Spirit Bats Skeleton Army
Arrows Firecracker
Arrows The Log
Firecracker
Arrows The Log Firecracker Earthquake
Arrows
Firecracker
Electro Spirit Bats Firecracker The Log
Firecracker Bats
Firecracker The Log

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