My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Fire Spirit Bats Tesla

Defensive buildings

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

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Tesla Mega Knight

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Fireball The Log

Punishments

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

Elite Barbarians Wall Breakers Mega Knight

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.

Fire Spirit Elite Barbarians Wall Breakers 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.

Elite Barbarians

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 Wall Breakers
Giant Snowball
Fire Spirit Bats Wall Breakers
Zap
Fire Spirit Bats Wall Breakers
Barbarian Barrel
Fire Spirit Tesla Elite Barbarians Wall Breakers
The Log
Fire Spirit Elite Barbarians Wall Breakers
Earthquake
Tesla
Arrows
Fire Spirit Bats Wall Breakers
Royal Delivery
Fire Spirit Bats Elite Barbarians Wall Breakers
Fireball
Tesla Elite Barbarians Wall Breakers
Poison
Bats
Lightning
Tesla Elite Barbarians
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball 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.

Fire Spirit Bats 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.

Elite Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Wall Breakers The Log Tesla Fireball Elite Barbarians Mega Knight

Shortest cycle

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

7 Fire Spirit Bats Wall Breakers The Log

Attack Synergies 1 13

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.

Fire Spirit
Elite Barbarians Wall Breakers
Bats
Mega Knight Elite Barbarians Wall Breakers
Tesla
Elite Barbarians
Fire Spirit Bats Fireball The Log Mega Knight
Fireball
Elite Barbarians Wall Breakers The Log Mega Knight
Wall Breakers
Fire Spirit Bats Fireball The Log Mega Knight
The Log
Elite Barbarians Fireball Wall Breakers Mega Knight
Mega Knight
Bats Elite Barbarians Fireball Wall Breakers The Log

Defense Synergies 2 9

Fire Spirit
The Log
Bats
Tesla The Log Mega Knight
Tesla
The Log Bats Fireball
Elite Barbarians
The Log Mega Knight
Fireball
The Log Tesla Mega Knight
Wall Breakers
The Log
Tesla Fireball Fire Spirit Bats Elite Barbarians Mega Knight
Mega Knight
Bats Elite Barbarians Fireball 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.

Tesla Fireball The Log
Elite Barbarians Bats Tesla The Log Mega Knight
Tesla Mega Knight Fire Spirit Bats Elite Barbarians
Tesla Elite Barbarians Bats Mega Knight
Elite Barbarians Fireball The Log Mega Knight
Fireball The Log Fire Spirit Bats Tesla Mega Knight
Bats Tesla Fire Spirit Fireball
Tesla Fireball The Log Mega Knight
Tesla Elite Barbarians
Elite Barbarians Fire Spirit Tesla Mega Knight
Bats Tesla Fireball The Log Mega Knight
Tesla Bats Fireball
Tesla Mega Knight Fire Spirit Bats Elite Barbarians Fireball The Log
Fire Spirit Fireball Mega Knight Bats Tesla The Log
Elite Barbarians Tesla Mega Knight
Tesla Elite Barbarians Fireball The Log Mega Knight
Tesla Mega Knight Bats Elite Barbarians Fireball
Fire Spirit Tesla Fireball Mega Knight Bats Elite Barbarians The Log
The Log Fire Spirit Bats Tesla Fireball Mega Knight
Tesla Elite Barbarians
Mega Knight Fire Spirit Bats Tesla Elite Barbarians Fireball The Log

Counters to secondary win conditions

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

Mega Knight Tesla Elite Barbarians Fireball
Fireball Tesla Elite Barbarians The Log Mega Knight
Mega Knight Bats Elite Barbarians The Log
Mega Knight Bats Tesla Elite Barbarians Fireball The Log
Tesla Elite Barbarians Mega Knight
Fire Spirit Fireball Bats Tesla
Bats Tesla Elite Barbarians Fireball
Mega Knight Tesla Elite Barbarians
Mega Knight Bats Elite Barbarians Fireball The Log
Tesla
Mega Knight Bats Tesla Elite Barbarians
Mega Knight Elite Barbarians Fireball The Log
Elite Barbarians Mega Knight Tesla Fireball
Tesla Fireball Mega Knight
Tesla Elite Barbarians Bats Fireball The Log
Bats Mega Knight Tesla Elite Barbarians Fireball The Log
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 The Log
Fireball The Log
Fireball The Log
Fireball The Log
Fireball Fire Spirit The Log Mega Knight
Fireball Fire Spirit Bats
Fire Spirit The Log
Fireball The Log Fire Spirit
Fireball The Log
Fire Spirit Bats Elite Barbarians Fireball
Fireball The Log
Fireball Fire Spirit
Fire Spirit Elite Barbarians Fireball The Log
Fireball
Elite Barbarians Fireball The Log
Fireball The Log
Fireball The Log Mega Knight
Fireball
Bats
Fire Spirit Fireball The Log Mega Knight
Fire Spirit Fireball The Log Mega Knight
Fireball The Log Mega Knight
Fireball
The Log
Fireball The Log
The Log Fire Spirit Fireball Mega Knight
Fireball The Log
Fireball The Log Mega Knight
Fireball The Log
Elite Barbarians Fire Spirit Bats Fireball
Bats Fireball
Elite Barbarians Fireball
Fireball The Log Mega Knight
Fireball
Mega Knight
Fireball The Log
Fire Spirit Bats Fireball
Fireball Fire Spirit
The Log Fireball
Fireball Mega Knight
The Log Fireball
Fireball
Elite Barbarians Mega Knight
Bats Elite Barbarians Fireball The Log
Bats Fireball
Fireball The Log Mega Knight
Fireball Mega Knight

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