My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 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 Knight Firecracker Royal Giant Dark Prince

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.

Tornado The Log

Punishments

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

Royal Giant Dark Prince

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.

Knight Royal Giant Dark Prince

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 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
Skeletons Bats Royal Giant Dark Prince
Giant Snowball
Skeletons Bats
Zap
Skeletons Bats Firecracker Royal Giant Dark Prince
Barbarian Barrel
Skeletons Knight Firecracker Dark Prince
The Log
Skeletons Firecracker Royal Giant Dark Prince
Earthquake
Skeletons Firecracker
Arrows
Skeletons Bats Firecracker
Royal Delivery
Skeletons Bats Knight Firecracker Dark Prince
Fireball
Firecracker
Poison
Bats Firecracker
Lightning
Knight Dark Prince
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado Dark Prince The Log

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 Knight Tornado Dark Prince

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

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 The Log Knight Firecracker Tornado Dark Prince Royal Giant

Shortest cycle

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

8 Skeletons Bats The Log Knight

Attack Synergies 4 10

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
Knight Royal Giant Firecracker Dark Prince
Knight
Bats Firecracker The Log
Firecracker
Knight Royal Giant Bats Tornado Dark Prince
Royal Giant
Bats Firecracker Tornado Dark Prince The Log
Tornado
Firecracker Royal Giant Dark Prince The Log
Dark Prince
Bats Firecracker Royal Giant Tornado
The Log
Knight Royal Giant Tornado

Defense Synergies 3 16

Skeletons
Bats Knight Firecracker Tornado Dark Prince The Log
Bats
Knight Skeletons Firecracker Dark Prince The Log
Knight
Bats Firecracker Skeletons Tornado The Log
Firecracker
Knight The Log Skeletons Bats Tornado Dark Prince
Royal Giant
Tornado
Skeletons Knight Firecracker Dark Prince The Log
Dark Prince
Skeletons Bats Firecracker Tornado The Log
The Log
Firecracker Skeletons Bats Knight Tornado Dark Prince

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.

Knight Firecracker The Log
Skeletons Bats Knight Firecracker Dark Prince The Log
Tornado Skeletons Bats Knight Dark Prince
Skeletons Bats Knight Firecracker Dark Prince
Firecracker Tornado Dark Prince The Log
Tornado The Log Skeletons Bats Firecracker Dark Prince
Bats Tornado Firecracker
The Log
Skeletons Tornado
Knight Tornado Skeletons Firecracker Dark Prince
Bats Skeletons Knight Firecracker Tornado Dark Prince The Log
Bats Firecracker Tornado
Skeletons Bats Knight Dark Prince The Log
Bats Firecracker Tornado Dark Prince The Log
Knight
Tornado The Log
Skeletons Bats Knight Firecracker Tornado Dark Prince
Bats Knight Firecracker Tornado Dark Prince The Log
Tornado The Log Bats Knight Firecracker Dark Prince
Tornado
Dark Prince Bats Knight Firecracker The Log

Counters to secondary win conditions

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

Knight Skeletons Dark Prince
Knight Firecracker The Log
Skeletons Bats Knight Dark Prince The Log
Dark Prince Bats Knight Tornado The Log
Skeletons Knight Dark Prince
Firecracker Skeletons Bats Tornado
Dark Prince Skeletons Bats Knight
Knight Dark Prince
Skeletons Bats Knight Firecracker Tornado Dark Prince The Log
Skeletons
Bats Knight Dark Prince
Tornado Dark Prince The Log
Dark Prince Skeletons Knight
Firecracker
Skeletons Bats Knight Firecracker Tornado Dark Prince The Log
Bats Firecracker 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.)

Knight Firecracker The Log
Firecracker Tornado The Log
The Log
Knight Firecracker Dark Prince The Log
Firecracker Dark Prince The Log
Firecracker Bats Tornado
Firecracker Tornado The Log
The Log Firecracker Tornado
The Log Firecracker Tornado
Bats Tornado
Firecracker Knight Tornado Dark Prince The Log
Firecracker Tornado
Knight Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Tornado
Bats
Firecracker Dark Prince The Log
Firecracker Tornado The Log
The Log
Tornado
Tornado The Log
The Log
Firecracker Tornado The Log Dark Prince
Firecracker The Log Tornado
Tornado The Log
Firecracker Tornado The Log
Bats Firecracker Tornado
Bats Firecracker
The Log
Firecracker
Firecracker The Log
Bats Dark Prince
Firecracker Tornado
The Log
Knight Firecracker Dark Prince
The Log Firecracker
Tornado
Firecracker Dark Prince
Bats Firecracker Tornado The Log
Firecracker Bats Tornado
Firecracker Tornado Dark Prince The Log
Firecracker

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