My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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

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.

Bomber Bats Knight Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Fireball

Punishments

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

Hog Rider 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 Knight Hog Rider 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.

Hog Rider

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
Bomber Bats Hog Rider Skeleton Army
Giant Snowball
Fire Spirit Bomber Bats Hog Rider Skeleton Army
Zap
Fire Spirit Bomber Bats Skeleton Army
Barbarian Barrel
Fire Spirit Bomber Knight Skeleton Army
The Log
Fire Spirit Bomber Hog Rider Skeleton Army
Earthquake
Bomber Hog Rider Skeleton Army
Arrows
Fire Spirit Bomber Bats Skeleton Army
Royal Delivery
Fire Spirit Bomber Bats Knight Hog Rider Skeleton Army
Fireball
Bomber Hog Rider Skeleton Army
Poison
Bomber Bats Skeleton Army
Lightning
Knight
Rocket
Hog Rider

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 Bomber Fireball 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 Knight Skeleton Army 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.

Fireball 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 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber Bats Knight Skeleton Army Fireball Hog Rider Mega Knight

Shortest cycle

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

8 Fire Spirit Bomber Bats Knight

Attack Synergies 6 8

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
Hog Rider Knight
Bomber
Bats Knight Hog Rider Mega Knight
Bats
Knight Hog Rider Mega Knight Bomber
Knight
Bats Hog Rider Fire Spirit Bomber Fireball
Fireball
Hog Rider Knight Mega Knight
Hog Rider
Fire Spirit Bats Knight Fireball Bomber Mega Knight
Skeleton Army
Mega Knight
Bats Bomber Fireball Hog Rider

Defense Synergies 3 5

Fire Spirit
Knight
Bomber
Knight Bats
Bats
Knight Bomber Mega Knight
Knight
Fire Spirit Bomber Bats Fireball Skeleton Army
Fireball
Knight Mega Knight
Hog Rider
Skeleton Army
Knight
Mega Knight
Bats 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.

Bomber Knight Fireball
Skeleton Army Bats Knight Mega Knight
Skeleton Army Mega Knight Fire Spirit Bomber Bats Knight
Skeleton Army Bats Knight Mega Knight
Bomber Fireball Skeleton Army Mega Knight
Fireball Skeleton Army Fire Spirit Bomber Bats Mega Knight
Bats Fire Spirit Fireball
Fireball Mega Knight
Skeleton Army
Knight Skeleton Army Fire Spirit Bomber Mega Knight
Bats Skeleton Army Bomber Knight Fireball Mega Knight
Bats Fireball
Skeleton Army Mega Knight Fire Spirit Bomber Bats Knight Fireball
Fire Spirit Bomber Fireball Skeleton Army Mega Knight Bats
Skeleton Army Knight Mega Knight
Skeleton Army Fireball Mega Knight
Mega Knight Bomber Bats Knight Fireball Skeleton Army
Fire Spirit Fireball Mega Knight Bomber Bats Knight Skeleton Army
Fire Spirit Bomber Bats Knight Fireball Mega Knight
Bomber Skeleton Army Mega Knight Fire Spirit Bats Knight Fireball

Counters to secondary win conditions

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

Knight Skeleton Army Mega Knight Fireball
Fireball Bomber Knight Mega Knight
Skeleton Army Mega Knight Bats Knight
Skeleton Army Mega Knight Bats Knight Fireball
Knight Skeleton Army Mega Knight
Fire Spirit Fireball Bats
Skeleton Army Bats Knight Fireball
Mega Knight Knight Skeleton Army
Mega Knight Bats Knight Fireball Skeleton Army
Skeleton Army
Mega Knight Bats Knight
Skeleton Army Mega Knight Fireball
Skeleton Army Mega Knight Knight Fireball
Bomber Fireball Skeleton Army Mega Knight
Skeleton Army Bomber Bats Knight Fireball
Bats Mega Knight Bomber Fireball
Bomber 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
Fireball
Fireball
Knight Fireball
Bomber Fireball Fire Spirit Mega Knight
Fireball Fire Spirit Bats
Fire Spirit Bomber
Fireball Fire Spirit
Fireball
Fire Spirit Bats Fireball
Knight Fireball
Fireball Fire Spirit
Fire Spirit Knight Fireball
Fireball
Fireball
Bomber Fireball
Fireball Mega Knight
Fireball
Bomber Bats
Fire Spirit Bomber Fireball Mega Knight
Fire Spirit Bomber Fireball Mega Knight
Fireball Mega Knight
Fireball
Fireball
Fire Spirit Bomber Fireball Mega Knight
Fireball
Fireball Mega Knight
Fireball
Fire Spirit Bats Fireball
Bats Fireball
Fireball
Bomber Fireball Mega Knight
Fireball
Mega Knight
Fireball
Fire Spirit Bats Fireball Skeleton Army
Fireball Fire Spirit
Fireball
Fireball Knight Mega Knight
Bomber Fireball
Fireball
Mega Knight
Bats Fireball
Bats Fireball
Fireball Mega Knight
Fireball Mega Knight

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