My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats 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 Battle Ram

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows Fireball

Punishments

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

Battle Ram

Pump responses

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

Fireball

Dropped at the bridge

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

Electro Spirit Fire Spirit Knight Battle Ram

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

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 Battle Ram
Giant Snowball
Fire Spirit Bats Battle Ram
Zap
Fire Spirit Bats Battle Ram Inferno Tower
Barbarian Barrel
Electro Spirit Fire Spirit Knight Battle Ram Inferno Tower
The Log
Electro Spirit Fire Spirit Battle Ram
Earthquake
Inferno Tower
Arrows
Electro Spirit Fire Spirit Bats
Royal Delivery
Electro Spirit Fire Spirit Bats Knight Battle Ram
Fireball
Battle Ram Inferno Tower
Poison
Bats Inferno Tower
Lightning
Knight Battle Ram Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Arrows Fireball

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 Fire Spirit Bats Arrows Knight Battle Ram Inferno Tower

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.

Fireball

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.

Fire Spirit Fireball

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Bats Arrows Knight Fireball Battle Ram Inferno Tower

Shortest cycle

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

7 Electro Spirit Fire Spirit Bats Arrows

Attack Synergies 3 9

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
Fireball Battle Ram
Fire Spirit
Knight Battle Ram
Bats
Knight Battle Ram
Arrows
Fireball Knight Battle Ram
Knight
Bats Battle Ram Fire Spirit Arrows Fireball
Fireball
Arrows Electro Spirit Knight Battle Ram
Battle Ram
Knight Electro Spirit Fire Spirit Bats Arrows Fireball
Inferno Tower

Defense Synergies 3 7

Electro Spirit
Fire Spirit
Knight Inferno Tower
Bats
Knight Inferno Tower
Arrows
Knight Fireball Inferno Tower
Knight
Fire Spirit Bats Inferno Tower Arrows Fireball
Fireball
Arrows Knight Inferno Tower
Battle Ram
Inferno Tower
Knight Fire Spirit Bats Arrows Fireball

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 Fireball Inferno Tower
Inferno Tower Bats Knight
Inferno Tower Fire Spirit Bats Knight
Inferno Tower Bats Knight
Arrows Fireball
Arrows Fireball Electro Spirit Fire Spirit Bats
Bats Inferno Tower Electro Spirit Fire Spirit Arrows Fireball
Electro Spirit Arrows Fireball Inferno Tower
Inferno Tower
Knight Fire Spirit Inferno Tower
Bats Electro Spirit Arrows Knight Fireball
Arrows Inferno Tower Bats Fireball
Inferno Tower Fire Spirit Bats Knight Fireball
Fire Spirit Fireball Electro Spirit Bats Arrows
Inferno Tower Knight
Inferno Tower Fireball
Bats Arrows Knight Fireball Inferno Tower
Fire Spirit Arrows Fireball Electro Spirit Bats Knight
Arrows Electro Spirit Fire Spirit Bats Knight Fireball
Inferno Tower
Electro Spirit Fire Spirit Bats Arrows Knight Fireball
Inferno Tower

Counters to secondary win conditions

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

Knight Fireball Inferno Tower
Fireball Arrows Knight
Bats Knight Inferno Tower
Bats Knight Fireball Inferno Tower
Inferno Tower Knight
Fire Spirit Arrows Fireball Electro Spirit Bats
Bats Knight Fireball Inferno Tower
Inferno Tower Knight
Electro Spirit Bats Knight Fireball Inferno Tower
Inferno Tower
Bats Knight Inferno Tower
Arrows Fireball
Knight Fireball Inferno Tower
Fireball
Inferno Tower Electro Spirit Bats Knight Fireball
Bats Arrows Electro Spirit Fireball Inferno Tower
Electro Spirit Arrows Fireball 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.)

Fireball Arrows Knight
Arrows Fireball
Arrows Fireball
Arrows Knight Fireball
Fireball Fire Spirit Arrows
Arrows Fireball Electro Spirit Fire Spirit Bats
Fire Spirit Arrows
Arrows Fireball Fire Spirit
Arrows Fireball
Fire Spirit Bats Fireball
Arrows Knight Fireball
Fireball Fire Spirit Arrows
Fire Spirit Knight Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Bats
Fire Spirit Arrows Fireball
Fire Spirit Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
Arrows Electro Spirit Fire Spirit Fireball
Arrows Fireball
Fireball Arrows
Fireball Arrows
Fire Spirit Bats Arrows Fireball
Electro Spirit Bats Fireball
Fireball
Arrows Fireball
Electro Spirit Arrows Fireball
Arrows Fireball
Electro Spirit Fire Spirit Bats Fireball
Fireball Fire Spirit Arrows
Arrows Fireball
Fireball Knight
Arrows Fireball
Arrows Fireball
Electro Spirit Bats Fireball
Bats Fireball
Fireball
Fireball

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