My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Good
Versatility
Good
F2P score
Good

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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Electro Dragon

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.

Ice Spirit Bats Firecracker Elixir Golem Electro Dragon

Offensive cards

Win conditions

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

Elixir Golem

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.

Elixir Golem

Pump responses

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

Missing

Dropped at the bridge

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

Ice Spirit Elixir Golem Battle Healer

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.

Firecracker Electro Dragon

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 Elixir Golem
Giant Snowball
Bats Electro Dragon
Zap
Bats Firecracker
Barbarian Barrel
Ice Spirit Firecracker Elixir Golem
The Log
Ice Spirit Firecracker Elixir Golem
Earthquake
Firecracker Elixir Golem
Arrows
Ice Spirit Bats Firecracker
Royal Delivery
Ice Spirit Bats Firecracker Elixir Golem Battle Healer Electro Dragon
Fireball
Firecracker Elixir Golem Battle Healer Electro Dragon
Poison
Bats Firecracker Elixir Golem Battle Healer Electro Dragon
Lightning
Battle Healer Electro Dragon
Rocket
Battle Healer Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Firecracker Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Firecracker Electro Dragon The Log

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.

Ice Spirit Bats Elixir Golem Battle Healer

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.

Ice Spirit

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.

Mirror Ice Spirit Bats The Log Firecracker Elixir Golem Battle Healer Electro Dragon

Shortest cycle

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

5 Mirror Ice Spirit Bats The Log

Attack Synergies 4 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.

Ice Spirit
Bats Firecracker Elixir Golem Battle Healer
Bats
Ice Spirit Firecracker Elixir Golem Battle Healer
Firecracker
Elixir Golem Ice Spirit Bats Battle Healer Mirror
Elixir Golem
Firecracker Battle Healer Ice Spirit Bats Mirror Electro Dragon The Log
Battle Healer
Elixir Golem Electro Dragon Ice Spirit Bats Firecracker Mirror
Mirror
The Log Firecracker Elixir Golem Battle Healer
Electro Dragon
Battle Healer Elixir Golem
The Log
Mirror Elixir Golem

Defense Synergies 3 15

Ice Spirit
Bats Firecracker Battle Healer Electro Dragon The Log
Bats
Ice Spirit Firecracker Battle Healer The Log
Firecracker
The Log Ice Spirit Bats Battle Healer Mirror Electro Dragon
Elixir Golem
Battle Healer
Mirror Electro Dragon Ice Spirit Bats Firecracker The Log
Mirror
Battle Healer Firecracker Electro Dragon The Log
Electro Dragon
Battle Healer Ice Spirit Firecracker Mirror The Log
The Log
Firecracker Ice Spirit Bats Battle Healer Mirror Electro Dragon

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.

Firecracker Electro Dragon The Log
Ice Spirit Bats Firecracker Battle Healer Electro Dragon The Log
Bats Electro Dragon
Bats Firecracker Electro Dragon
Firecracker Battle Healer The Log
The Log Bats Firecracker Electro Dragon
Bats Ice Spirit Firecracker Electro Dragon
Battle Healer Electro Dragon The Log
Ice Spirit Firecracker Battle Healer
Bats Firecracker Electro Dragon The Log
Bats Firecracker Electro Dragon
Ice Spirit Bats Battle Healer Electro Dragon The Log
Ice Spirit Bats Firecracker Electro Dragon The Log
Ice Spirit The Log
Bats Firecracker Electro Dragon
Ice Spirit Bats Firecracker Battle Healer Electro Dragon The Log
The Log Ice Spirit Bats Firecracker Battle Healer Electro Dragon
Bats Firecracker Battle Healer Electro Dragon The Log

Counters to secondary win conditions

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

Battle Healer
Firecracker Battle Healer Electro Dragon The Log
Ice Spirit Bats Battle Healer Electro Dragon The Log
Bats Battle Healer The Log
Battle Healer
Firecracker Ice Spirit Bats Electro Dragon
Bats Battle Healer
Battle Healer
Electro Dragon Ice Spirit Bats Firecracker The Log
Bats Electro Dragon
The Log
Firecracker Electro Dragon
Electro Dragon Ice Spirit Bats Firecracker Battle Healer The Log
Bats Firecracker Battle Healer Electro Dragon 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.)

Firecracker Electro Dragon The Log
Firecracker Electro Dragon The Log
Electro Dragon The Log
Firecracker The Log
Firecracker The Log
Firecracker Ice Spirit Bats Electro Dragon
Firecracker The Log
The Log Ice Spirit Firecracker Electro Dragon
The Log Firecracker Electro Dragon
Bats Electro Dragon
Firecracker Electro Dragon The Log
Firecracker Electro Dragon
Firecracker The Log
Firecracker Electro Dragon
Firecracker The Log
Firecracker Electro Dragon The Log
Firecracker Electro Dragon The Log
Bats
Firecracker Electro Dragon The Log
Firecracker Electro Dragon The Log
The Log
The Log
Electro Dragon The Log
Firecracker The Log Ice Spirit Electro Dragon
Firecracker The Log Electro Dragon
Electro Dragon The Log
Firecracker The Log
Bats Firecracker Electro Dragon
Electro Dragon Ice Spirit Bats Firecracker
Electro Dragon The Log
Ice Spirit Firecracker Electro Dragon
Firecracker The Log
Ice Spirit Bats Electro Dragon
Firecracker Electro Dragon
The Log
Firecracker Electro Dragon
The Log Firecracker Electro Dragon
Firecracker Electro Dragon
Electro Dragon Ice Spirit Bats Firecracker The Log
Firecracker Bats Electro Dragon
Electro Dragon Firecracker The Log

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