My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Fire Spirit Bats Wizard

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 Wizard Dark Prince Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Dark Prince Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Fire Spirit Dark Prince 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.

Goblin Barrel Dark Prince

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 Goblin Barrel Skeleton Army Dark Prince
Giant Snowball
Fire Spirit Bats Goblin Barrel Skeleton Army
Zap
Fire Spirit Bats Goblin Barrel Skeleton Army Dark Prince
Barbarian Barrel
Fire Spirit Wizard Goblin Barrel Skeleton Army Dark Prince
The Log
Fire Spirit Goblin Barrel Skeleton Army Dark Prince
Earthquake
Goblin Barrel Skeleton Army
Arrows
Fire Spirit Bats Goblin Barrel Skeleton Army
Royal Delivery
Fire Spirit Bats Wizard Goblin Barrel Skeleton Army Dark Prince
Fireball
Wizard Goblin Barrel Skeleton Army
Poison
Bats Wizard Skeleton Army
Lightning
Wizard Dark Prince
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard Dark Prince 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 Skeleton Army Dark Prince 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.

Goblin Barrel Skeleton Army

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 Wizard Goblin Barrel

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.

Fire Spirit Bats The Log Goblin Barrel Skeleton Army Dark Prince Wizard Mega Knight

Shortest cycle

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

8 Fire Spirit Bats The Log Goblin Barrel

Attack Synergies 2 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.

Fire Spirit
Goblin Barrel Dark Prince
Bats
Mega Knight Goblin Barrel Dark Prince
Wizard
Dark Prince Mega Knight
Goblin Barrel
Dark Prince Fire Spirit Bats Skeleton Army Mega Knight
Skeleton Army
Goblin Barrel
Dark Prince
Goblin Barrel Fire Spirit Bats Wizard
The Log
Mega Knight
Mega Knight
Bats Wizard Goblin Barrel The Log

Defense Synergies 0 11

Fire Spirit
The Log
Bats
Dark Prince The Log Mega Knight
Wizard
Skeleton Army Dark Prince The Log Mega Knight
Goblin Barrel
Skeleton Army
Wizard The Log
Dark Prince
Bats Wizard The Log
The Log
Fire Spirit Bats Wizard Skeleton Army Dark Prince Mega Knight
Mega Knight
Bats Wizard 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.

Wizard The Log
Skeleton Army Bats Dark Prince The Log Mega Knight
Skeleton Army Mega Knight Fire Spirit Bats Dark Prince
Skeleton Army Bats Dark Prince Mega Knight
Skeleton Army Dark Prince The Log Mega Knight
Skeleton Army The Log Fire Spirit Bats Dark Prince Mega Knight
Bats Fire Spirit Wizard
The Log Mega Knight
Skeleton Army
Skeleton Army Fire Spirit Dark Prince Mega Knight
Bats Skeleton Army Wizard Dark Prince The Log Mega Knight
Bats Wizard
Skeleton Army Mega Knight Fire Spirit Bats Wizard Dark Prince The Log
Fire Spirit Wizard Skeleton Army Mega Knight Bats Dark Prince The Log
Skeleton Army Mega Knight
Skeleton Army The Log Mega Knight
Wizard Mega Knight Bats Skeleton Army Dark Prince
Fire Spirit Mega Knight Bats Wizard Skeleton Army Dark Prince The Log
Wizard The Log Fire Spirit Bats Dark Prince Mega Knight
Wizard Skeleton Army Dark Prince Mega Knight Fire Spirit Bats The Log

Counters to secondary win conditions

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

Skeleton Army Mega Knight Dark Prince
Wizard The Log Mega Knight
Skeleton Army Mega Knight Bats Dark Prince The Log
Skeleton Army Dark Prince Mega Knight Bats The Log
Skeleton Army Dark Prince Mega Knight
Fire Spirit Wizard Bats
Skeleton Army Dark Prince Bats
Mega Knight Skeleton Army Dark Prince
Mega Knight Bats Skeleton Army Dark Prince The Log
Skeleton Army
Mega Knight Bats Dark Prince
Skeleton Army Mega Knight Dark Prince The Log
Skeleton Army Dark Prince Mega Knight Wizard
Wizard Skeleton Army Mega Knight
Skeleton Army Bats Dark Prince The Log
Bats Mega Knight Wizard Dark Prince The Log

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.)

The Log
The Log
The Log
Dark Prince The Log
Wizard Fire Spirit Dark Prince The Log Mega Knight
Wizard Fire Spirit Bats
Fire Spirit Wizard The Log
The Log Fire Spirit Wizard
The Log Wizard
Fire Spirit Bats
Wizard Dark Prince The Log
Fire Spirit Wizard
Fire Spirit The Log
The Log
Wizard The Log
Wizard The Log Mega Knight
Bats
Fire Spirit Wizard Dark Prince The Log Mega Knight
Fire Spirit Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
The Log Fire Spirit Wizard Dark Prince Mega Knight
The Log Wizard
Wizard The Log Mega Knight
The Log
Fire Spirit Bats Wizard
Bats Wizard
Wizard The Log Mega Knight
Mega Knight
Wizard The Log
Fire Spirit Bats Skeleton Army Dark Prince
Fire Spirit Wizard
The Log
Wizard Dark Prince Mega Knight
The Log Wizard
Dark Prince Mega Knight
Bats The Log
Bats
Dark Prince The Log Mega Knight
Wizard Mega Knight

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