My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Ice Golem

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 Ice Golem

Offensive cards

Win conditions

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

Wall Breakers

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.

Wall Breakers

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.

Goblins Knight Ice Golem Wall Breakers

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 Wall Breakers
Giant Snowball
Skeletons Goblins Bats Wall Breakers
Zap
Skeletons Goblins Bats Firecracker Wall Breakers
Barbarian Barrel
Skeletons Goblins Knight Firecracker Wall Breakers
The Log
Skeletons Goblins Firecracker Wall Breakers
Earthquake
Skeletons Firecracker
Arrows
Skeletons Goblins Bats Firecracker Wall Breakers
Royal Delivery
Skeletons Goblins Bats Knight Firecracker Wall Breakers
Fireball
Firecracker Wall Breakers
Poison
Bats Firecracker
Lightning
Knight Ice Golem
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Ice Golem 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.

Bats Knight Ice Golem

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.

Goblins Ice Golem

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 Goblins Bats Ice Golem Wall Breakers The Log Knight Firecracker

Shortest cycle

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

7 Skeletons Goblins Bats Ice Golem

Attack Synergies 5 7

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
Goblins
Ice Golem
Bats
Knight Ice Golem Firecracker Wall Breakers
Knight
Bats Firecracker Wall Breakers The Log
Firecracker
Knight Bats Ice Golem Wall Breakers
Ice Golem
Bats Wall Breakers Goblins Firecracker
Wall Breakers
Knight Ice Golem Bats Firecracker The Log
The Log
Knight Wall Breakers

Defense Synergies 4 14

Skeletons
Bats Knight Firecracker Ice Golem The Log
Goblins
Knight Firecracker Ice Golem The Log
Bats
Knight Skeletons Firecracker Ice Golem The Log
Knight
Bats Firecracker Skeletons Goblins The Log
Firecracker
Knight Ice Golem The Log Skeletons Goblins Bats
Ice Golem
Firecracker Skeletons Goblins Bats The Log
Wall Breakers
The Log
Firecracker Skeletons Goblins Bats Knight Ice Golem

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 Ice Golem The Log
Skeletons Goblins Bats Knight Firecracker The Log
Skeletons Goblins Bats Knight
Skeletons Goblins Bats Knight Firecracker
Firecracker The Log
The Log Skeletons Goblins Bats Firecracker
Bats Firecracker
Ice Golem The Log
Skeletons Goblins
Knight Skeletons Goblins Firecracker Ice Golem
Goblins Bats Skeletons Knight Firecracker Ice Golem The Log
Bats Firecracker
Skeletons Bats Knight The Log
Goblins Bats Firecracker The Log
Knight
The Log
Skeletons Goblins Bats Knight Firecracker
Goblins Bats Knight Firecracker The Log
The Log Bats Knight Firecracker Ice Golem
Goblins 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 Goblins Ice Golem
Knight Firecracker Ice Golem The Log
Skeletons Goblins Bats Knight Ice Golem The Log
Bats Knight Ice Golem The Log
Skeletons Knight
Firecracker Skeletons Bats Ice Golem
Skeletons Goblins Bats Knight Ice Golem
Knight
Skeletons Goblins Bats Knight Firecracker Ice Golem The Log
Skeletons
Bats Knight
The Log
Skeletons Knight Ice Golem
Firecracker
Skeletons Goblins Bats Knight Firecracker Ice Golem The Log
Bats Firecracker Ice Golem 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 Ice Golem The Log
Firecracker The Log
The Log
Knight Firecracker Ice Golem The Log
Firecracker The Log
Firecracker Bats Ice Golem
Firecracker The Log
The Log Firecracker Ice Golem
The Log Firecracker
Goblins Bats
Firecracker Knight The Log
Firecracker
Knight Firecracker Ice Golem The Log
Firecracker
Firecracker Ice Golem The Log
Firecracker The Log
Firecracker The Log
Bats
Firecracker The Log
Firecracker The Log
The Log
The Log
The Log
Firecracker Ice Golem The Log
Firecracker The Log
The Log
Firecracker The Log
Bats Firecracker Ice Golem
Bats Firecracker
The Log
Firecracker
Firecracker The Log
Bats
Firecracker
The Log
Knight Firecracker
The Log Firecracker Ice Golem
Firecracker
Bats Firecracker The Log
Firecracker Bats
Firecracker The Log
Firecracker

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