My Best Clash Royale Deck

Deck Check Rating

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

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers 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.

Skeletons Bats Archers Firecracker Elixir Golem Bandit

Offensive cards

Win conditions

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

Elixir Golem 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.

Elixir Golem Hog Rider Bandit

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.

Elixir Golem Hog Rider Bandit

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 Hog Rider Bandit

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
Skeletons Bats Archers Elixir Golem Hog Rider Bandit
Giant Snowball
Skeletons Bats Archers Hog Rider
Zap
Skeletons Bats Archers Firecracker Bandit
Barbarian Barrel
Skeletons Archers Firecracker Elixir Golem Bandit
The Log
Skeletons Archers Firecracker Elixir Golem Hog Rider Bandit
Earthquake
Skeletons Archers Firecracker Elixir Golem Hog Rider
Arrows
Skeletons Bats Archers Firecracker
Royal Delivery
Skeletons Bats Archers Firecracker Elixir Golem Hog Rider Bandit
Fireball
Archers Firecracker Elixir Golem Hog Rider Bandit
Poison
Bats Archers Firecracker Elixir Golem
Lightning
Bandit
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball

Ladder info

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.

Bats Elixir Golem

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

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.

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.

Skeletons Bats Archers Firecracker Elixir Golem Bandit Fireball Hog Rider

Shortest cycle

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

9 Skeletons Bats Archers Firecracker

Attack Synergies 4 11

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.

Skeletons
Bats
Hog Rider Firecracker Elixir Golem Bandit
Archers
Elixir Golem Hog Rider Bandit
Firecracker
Elixir Golem Hog Rider Bats Bandit
Elixir Golem
Firecracker Bats Archers Fireball Hog Rider Bandit
Fireball
Hog Rider Elixir Golem
Hog Rider
Bats Firecracker Fireball Archers Elixir Golem Bandit
Bandit
Bats Archers Firecracker Elixir Golem Hog Rider

Defense Synergies 0 10

Skeletons
Bats Archers Firecracker Bandit
Bats
Skeletons Firecracker Bandit
Archers
Skeletons Firecracker Bandit
Firecracker
Skeletons Bats Archers Bandit
Elixir Golem
Fireball
Bandit
Hog Rider
Bandit
Skeletons Bats Archers Firecracker 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.

Firecracker Fireball
Skeletons Bats Firecracker Bandit
Skeletons Bats Archers Bandit
Skeletons Bats Firecracker Bandit
Firecracker Fireball
Fireball Skeletons Bats Archers Firecracker Bandit
Bats Archers Firecracker Fireball
Fireball Bandit
Skeletons
Skeletons Archers Firecracker Bandit
Bats Archers Skeletons Firecracker Fireball Bandit
Bats Archers Firecracker Fireball
Skeletons Bats Fireball Bandit
Fireball Bats Firecracker
Bandit
Fireball Bandit
Skeletons Bats Firecracker Fireball
Fireball Bats Archers Firecracker Bandit
Bats Archers Firecracker Fireball Bandit
Bats Archers Firecracker Fireball Bandit

Counters to secondary win conditions

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

Skeletons Archers Fireball Bandit
Fireball Bandit Archers Firecracker
Bandit Skeletons Bats
Bats Fireball Bandit
Skeletons Bandit
Firecracker Fireball Skeletons Bats Archers
Skeletons Bats Archers Fireball Bandit
Skeletons Bats Firecracker Fireball Bandit
Skeletons
Bats
Fireball
Skeletons Fireball Bandit
Archers Firecracker Fireball
Skeletons Bats Archers Firecracker Fireball
Bats Archers Firecracker Fireball
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 Firecracker Bandit
Firecracker Fireball Bandit
Fireball Bandit
Firecracker Fireball
Fireball Firecracker
Firecracker Fireball Bats
Archers Firecracker
Fireball Firecracker
Fireball Firecracker Bandit
Bats Fireball
Firecracker Fireball Bandit
Fireball Archers Firecracker
Firecracker Fireball Bandit
Firecracker Fireball Bandit
Firecracker Fireball
Firecracker Fireball Bandit
Firecracker Fireball Bandit
Fireball
Bats
Archers Firecracker Fireball Bandit
Firecracker Fireball
Fireball
Fireball
Fireball
Firecracker Fireball
Firecracker Fireball Bandit
Fireball Bandit
Fireball Firecracker Bandit
Bats Archers Firecracker Fireball
Bats Firecracker Fireball
Fireball
Fireball Bandit
Firecracker Fireball
Firecracker Fireball
Bats Archers Fireball Bandit
Fireball Archers Firecracker
Fireball
Fireball Firecracker
Firecracker Fireball
Fireball
Firecracker
Bats Firecracker Fireball
Firecracker Bats Fireball
Firecracker Fireball Bandit
Fireball Firecracker

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