My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats Archers Firecracker Inferno Tower Wizard

Defensive buildings

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

Inferno Tower

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 Royal Giant Wizard

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant

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.

Royal Giant

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

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 Royal Giant
Giant Snowball
Skeletons Bats Archers
Zap
Skeletons Bats Archers Firecracker Royal Giant Inferno Tower
Barbarian Barrel
Skeletons Archers Firecracker Inferno Tower Wizard
The Log
Skeletons Archers Firecracker Royal Giant
Earthquake
Skeletons Archers Firecracker Inferno Tower
Arrows
Skeletons Bats Archers Firecracker
Royal Delivery
Skeletons Bats Archers Firecracker Wizard
Fireball
Archers Firecracker Inferno Tower Wizard
Poison
Bats Archers Firecracker Inferno Tower Wizard
Lightning
Inferno Tower Wizard
Rocket
Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Wizard

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 Inferno Tower

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.

Royal Giant 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 Wizard

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.

Godly!

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 Fireball Inferno Tower Wizard Royal Giant

Shortest cycle

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

9 Skeletons Bats Archers Firecracker

Attack Synergies 3 3

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
Royal Giant Firecracker
Archers
Royal Giant
Firecracker
Royal Giant Bats
Royal Giant
Bats Firecracker Fireball Archers Wizard
Fireball
Royal Giant
Inferno Tower
Wizard
Royal Giant

Defense Synergies 0 11

Skeletons
Bats Archers Firecracker Inferno Tower Wizard
Bats
Skeletons Firecracker Inferno Tower
Archers
Skeletons Firecracker Inferno Tower
Firecracker
Skeletons Bats Archers Inferno Tower
Royal Giant
Fireball
Inferno Tower
Inferno Tower
Skeletons Bats Archers Firecracker Fireball
Wizard
Skeletons

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 Inferno Tower Wizard
Inferno Tower Skeletons Bats Firecracker
Inferno Tower Skeletons Bats Archers
Inferno Tower Skeletons Bats Firecracker
Firecracker Fireball
Fireball Skeletons Bats Archers Firecracker
Bats Inferno Tower Archers Firecracker Fireball Wizard
Fireball Inferno Tower
Inferno Tower Skeletons
Skeletons Archers Firecracker Inferno Tower
Bats Archers Skeletons Firecracker Fireball Wizard
Inferno Tower Bats Archers Firecracker Fireball Wizard
Inferno Tower Skeletons Bats Fireball Wizard
Fireball Wizard Bats Firecracker
Inferno Tower
Inferno Tower Fireball
Wizard Skeletons Bats Firecracker Fireball Inferno Tower
Fireball Bats Archers Firecracker Wizard
Wizard Bats Archers Firecracker Fireball
Inferno Tower
Wizard Bats Archers Firecracker Fireball

Counters to secondary win conditions

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

Skeletons Archers Fireball Inferno Tower
Fireball Archers Firecracker Wizard
Skeletons Bats Inferno Tower
Bats Fireball Inferno Tower
Inferno Tower Skeletons
Firecracker Fireball Wizard Skeletons Bats Archers
Skeletons Bats Archers Fireball Inferno Tower
Inferno Tower
Skeletons Bats Firecracker Fireball Inferno Tower
Inferno Tower Skeletons
Bats Inferno Tower
Fireball
Skeletons Fireball Inferno Tower Wizard
Wizard Archers Firecracker Fireball
Inferno Tower Skeletons Bats Archers Firecracker Fireball
Bats Archers Firecracker Fireball Inferno Tower Wizard
Fireball Inferno Tower

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
Firecracker Fireball
Fireball
Firecracker Fireball
Fireball Wizard Firecracker
Firecracker Fireball Wizard Bats
Archers Firecracker Wizard
Fireball Firecracker Wizard
Fireball Firecracker Wizard
Bats Fireball
Firecracker Fireball Wizard
Fireball Archers Firecracker Wizard
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball Wizard
Firecracker Fireball Wizard
Fireball
Bats
Archers Firecracker Fireball Wizard
Firecracker Fireball Wizard
Fireball
Fireball Wizard
Fireball
Firecracker Fireball Wizard
Firecracker Fireball Wizard
Fireball Wizard
Fireball Firecracker
Bats Archers Firecracker Fireball Wizard
Bats Firecracker Fireball Wizard
Fireball
Fireball Wizard
Firecracker Fireball
Firecracker Fireball Wizard
Bats Archers Fireball
Fireball Archers Firecracker Wizard
Fireball
Fireball Firecracker Wizard
Firecracker Fireball Wizard
Fireball
Firecracker
Bats Firecracker Fireball
Firecracker Bats Fireball
Firecracker Fireball
Fireball Firecracker Wizard

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