My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Fire Spirit 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 Knight Firecracker Royal Giant

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Fireball Rocket

Punishments

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

Royal Giant

Pump responses

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

Fireball Rocket

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 Royal 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.

Electro Spirit Firecracker

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Firecracker Fireball Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Firecracker Fireball Rocket

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 Knight Rocket

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.

Royal Giant 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 Knight Firecracker Fireball Royal Giant Rocket

Shortest cycle

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

7 Electro Spirit Fire Spirit Bats Knight

Attack Synergies 6 6

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
Royal Giant Fireball
Fire Spirit
Royal Giant Knight
Bats
Knight Royal Giant Firecracker
Knight
Bats Firecracker Fire Spirit Fireball
Firecracker
Knight Royal Giant Bats
Royal Giant
Fire Spirit Bats Firecracker Fireball Electro Spirit Rocket
Fireball
Royal Giant Electro Spirit Knight
Rocket
Royal Giant

Defense Synergies 3 3

Electro Spirit
Fire Spirit
Knight Firecracker
Bats
Knight Firecracker
Knight
Fire Spirit Bats Firecracker Fireball
Firecracker
Knight Fire Spirit Bats
Royal Giant
Fireball
Knight
Rocket

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.

Rocket Knight Firecracker Fireball
Bats Knight Firecracker
Rocket Fire Spirit Bats Knight
Bats Knight Firecracker
Firecracker Fireball Rocket
Fireball Electro Spirit Fire Spirit Bats Firecracker
Bats Rocket Electro Spirit Fire Spirit Firecracker Fireball
Rocket Electro Spirit Fireball
Knight Fire Spirit Firecracker
Bats Electro Spirit Knight Firecracker Fireball
Bats Firecracker Fireball
Fire Spirit Bats Knight Fireball Rocket
Fire Spirit Fireball Rocket Electro Spirit Bats Firecracker
Knight
Rocket Fireball
Bats Knight Firecracker Fireball
Fire Spirit Fireball Electro Spirit Bats Knight Firecracker
Electro Spirit Fire Spirit Bats Knight Firecracker Fireball
Electro Spirit Fire Spirit Bats Knight Firecracker Fireball

Counters to secondary win conditions

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

Knight Fireball
Fireball Knight Firecracker Rocket
Bats Knight Rocket
Rocket Bats Knight Fireball
Knight
Fire Spirit Firecracker Fireball Rocket Electro Spirit Bats
Rocket Bats Knight Fireball
Knight
Rocket Electro Spirit Bats Knight Firecracker Fireball
Bats Knight
Rocket Fireball
Rocket Knight Fireball
Firecracker Fireball
Electro Spirit Bats Knight Firecracker Fireball Rocket
Bats Electro Spirit Firecracker Fireball
Electro Spirit Fireball

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 Knight Firecracker Rocket
Firecracker Fireball
Rocket Fireball
Knight Firecracker Fireball Rocket
Fireball Rocket Fire Spirit Firecracker
Firecracker Fireball Electro Spirit Fire Spirit Bats Rocket
Fire Spirit Firecracker
Fireball Fire Spirit Firecracker
Fireball Firecracker
Rocket Fire Spirit Bats Fireball
Firecracker Rocket Knight Fireball
Fireball Fire Spirit Firecracker Rocket
Rocket Fire Spirit Knight Firecracker Fireball
Firecracker Fireball Rocket
Firecracker Fireball
Rocket Firecracker Fireball
Firecracker Fireball Rocket
Fireball Rocket
Bats Rocket
Rocket Fire Spirit Firecracker Fireball
Rocket Fire Spirit Firecracker Fireball
Rocket Fireball
Rocket Fireball
Rocket
Rocket Fireball
Firecracker Electro Spirit Fire Spirit Fireball
Firecracker Fireball
Fireball
Fireball Rocket Firecracker
Fire Spirit Bats Firecracker Fireball
Rocket Electro Spirit Bats Firecracker Fireball
Fireball
Fireball Rocket
Rocket Electro Spirit Firecracker Fireball
Rocket Firecracker Fireball
Electro Spirit Fire Spirit Bats Fireball Rocket
Fireball Rocket Fire Spirit Firecracker
Fireball
Fireball Knight Firecracker Rocket
Firecracker Fireball
Rocket Fireball
Firecracker
Electro Spirit Bats Firecracker Fireball Rocket
Firecracker Bats Fireball Rocket
Firecracker Fireball Rocket
Fireball Firecracker Rocket

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