My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Fire Spirit Bats Inferno Tower

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 Golden Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Royal Delivery The Log

Punishments

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

Golden Knight

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.

Fire Spirit

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.

Golden Knight

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
Giant Snowball
Skeletons Fire Spirit Bats
Zap
Skeletons Fire Spirit Bats Inferno Tower
Barbarian Barrel
Skeletons Fire Spirit Inferno Tower
The Log
Skeletons Fire Spirit
Earthquake
Skeletons Inferno Tower
Arrows
Skeletons Fire Spirit Bats
Royal Delivery
Skeletons Fire Spirit Bats
Fireball
Inferno Tower
Poison
Bats Inferno Tower
Lightning
Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Royal Delivery

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Royal Delivery 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.

Fire Spirit Bats Royal Delivery Inferno Tower

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

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 Skeletons Fire Spirit Bats The Log Royal Delivery Golden Knight Inferno Tower

Shortest cycle

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

4 Mirror Skeletons Fire Spirit Bats

Attack Synergies 1 0

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
Fire Spirit
Bats
Royal Delivery
Inferno Tower
Mirror
The Log
The Log
Mirror
Golden Knight

Defense Synergies 3 17

Skeletons
Fire Spirit Bats Royal Delivery Inferno Tower The Log
Fire Spirit
Skeletons Inferno Tower The Log Golden Knight
Bats
Skeletons Royal Delivery Inferno Tower The Log Golden Knight
Royal Delivery
Inferno Tower Mirror Skeletons Bats The Log Golden Knight
Inferno Tower
Royal Delivery The Log Skeletons Fire Spirit Bats Mirror
Mirror
Royal Delivery Inferno Tower The Log
The Log
Inferno Tower Skeletons Fire Spirit Bats Royal Delivery Mirror Golden Knight
Golden Knight
Fire Spirit Bats Royal Delivery The Log

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.

Inferno Tower The Log Golden Knight
Inferno Tower Skeletons Bats Royal Delivery The Log
Inferno Tower Skeletons Fire Spirit Bats Royal Delivery
Inferno Tower Skeletons Bats
Royal Delivery The Log
Royal Delivery The Log Skeletons Fire Spirit Bats
Bats Inferno Tower Fire Spirit Royal Delivery
Inferno Tower The Log Golden Knight
Inferno Tower Skeletons
Skeletons Fire Spirit Royal Delivery Inferno Tower
Bats Skeletons Royal Delivery The Log
Inferno Tower Bats Royal Delivery
Inferno Tower Skeletons Fire Spirit Bats Royal Delivery The Log
Fire Spirit Bats Royal Delivery The Log Golden Knight
Inferno Tower
Inferno Tower Royal Delivery The Log
Skeletons Bats Royal Delivery Inferno Tower
Fire Spirit Royal Delivery Bats The Log Golden Knight
Royal Delivery The Log Fire Spirit Bats
Inferno Tower
Fire Spirit Bats Royal Delivery The Log

Counters to secondary win conditions

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

Skeletons Royal Delivery Inferno Tower
Royal Delivery The Log
Royal Delivery Skeletons Bats Inferno Tower The Log Golden Knight
Bats Royal Delivery Inferno Tower The Log
Inferno Tower Skeletons Royal Delivery
Fire Spirit Royal Delivery Skeletons Bats
Royal Delivery Skeletons Bats Inferno Tower
Inferno Tower Royal Delivery
Royal Delivery Skeletons Bats Inferno Tower The Log
Inferno Tower Skeletons Royal Delivery
Bats Inferno Tower Golden Knight
Royal Delivery The Log
Royal Delivery Skeletons Inferno Tower Golden Knight
Inferno Tower Skeletons Bats Royal Delivery The Log Golden Knight
Bats Royal Delivery Inferno Tower The Log Golden Knight

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.)

The Log Golden Knight
The Log Golden Knight
The Log
The Log
Fire Spirit The Log
Fire Spirit Bats
Fire Spirit The Log
The Log Fire Spirit
The Log Golden Knight
Fire Spirit Bats
The Log Golden Knight
Fire Spirit
Fire Spirit The Log Golden Knight
The Log
The Log Golden Knight
The Log
Bats
Fire Spirit The Log
Fire Spirit The Log Golden Knight
The Log
The Log
The Log
The Log Fire Spirit
The Log Golden Knight
The Log Golden Knight
The Log Golden Knight
Fire Spirit Bats
Bats
The Log
The Log
Fire Spirit Bats
Fire Spirit
The Log
The Log
Bats The Log Golden Knight
Bats
The Log Golden Knight

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