My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
RIP

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Witch

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.

Bats Firecracker Witch Mega Knight Skeleton King

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.

Zap The Log

Punishments

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

Mega 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.

Mega Knight Skeleton King

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
Bats Guards Skeleton King
Giant Snowball
Bats Guards Witch Skeleton King
Zap
Bats Firecracker Guards Witch Skeleton King
Barbarian Barrel
Firecracker Guards Witch Skeleton King
The Log
Firecracker Guards Witch Skeleton King
Earthquake
Firecracker Guards Witch Skeleton King
Arrows
Bats Firecracker Guards Witch Skeleton King
Royal Delivery
Bats Firecracker Guards Witch Skeleton King
Fireball
Firecracker Witch Skeleton King
Poison
Bats Firecracker Guards Witch Skeleton King
Lightning
Witch Skeleton King
Rocket
Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker The Log Mega Knight Skeleton King

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 Guards Mega Knight

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.

Witch

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Zap The Log Firecracker Guards Skeleton King Witch Mega Knight

Shortest cycle

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

9 Bats Zap The Log Firecracker

Attack Synergies 2 12

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.

Bats
Mega Knight Zap Firecracker Skeleton King
Zap
Firecracker Bats Guards Witch The Log Mega Knight
Firecracker
Zap Bats Mega Knight
Guards
Zap The Log
Witch
Zap Mega Knight Skeleton King
The Log
Zap Guards Mega Knight
Mega Knight
Bats Zap Firecracker Witch The Log
Skeleton King
Bats Witch

Defense Synergies 2 16

Bats
Zap Firecracker The Log Mega Knight Skeleton King
Zap
Mega Knight Bats Firecracker Guards Witch The Log
Firecracker
The Log Bats Zap Guards Mega Knight
Guards
Zap Firecracker Witch The Log
Witch
Zap Guards The Log Mega Knight
The Log
Firecracker Bats Zap Guards Witch Mega Knight
Mega Knight
Zap Bats Firecracker Witch The Log
Skeleton King
Bats

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.

Zap Firecracker The Log
Bats Zap Firecracker Witch The Log Mega Knight
Witch Mega Knight Bats
Witch Bats Firecracker Guards Mega Knight Skeleton King
Firecracker The Log Mega Knight
The Log Bats Zap Firecracker Guards Mega Knight
Bats Zap Firecracker Witch
Zap The Log Mega Knight
Witch Skeleton King
Guards Firecracker Mega Knight
Bats Guards Witch Zap Firecracker The Log Mega Knight Skeleton King
Bats Zap Firecracker Witch
Mega Knight Bats Zap Guards Witch The Log
Mega Knight Bats Zap Firecracker Guards Witch The Log Skeleton King
Mega Knight Skeleton King
Zap The Log Mega Knight
Mega Knight Bats Firecracker Witch
Mega Knight Bats Zap Firecracker Guards Witch The Log
Zap Witch The Log Bats Firecracker Guards Mega Knight
Mega Knight Bats Firecracker Guards Witch The Log
Guards

Counters to secondary win conditions

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

Guards Mega Knight Zap Witch
Zap Firecracker The Log Mega Knight
Guards Mega Knight Bats Zap Witch The Log
Guards Mega Knight Bats Zap The Log
Guards Witch Mega Knight
Firecracker Bats Zap Witch
Guards Bats Witch
Mega Knight
Zap Mega Knight Bats Firecracker Witch The Log
Witch Guards
Mega Knight Bats Guards Witch
Mega Knight Zap Guards The Log
Mega Knight Guards Witch Skeleton King
Firecracker Witch Mega Knight
Guards Witch Bats Zap Firecracker The Log Skeleton King
Bats Mega Knight Zap Firecracker Witch The Log Skeleton King
Zap

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.)

Firecracker Guards The Log
Firecracker Zap The Log
The Log
Firecracker Guards The Log
Zap Firecracker The Log Mega Knight
Firecracker Bats Zap Witch
Firecracker Witch The Log
The Log Zap Firecracker
The Log Zap Firecracker
Bats Guards
Firecracker Zap The Log
Zap Firecracker
Firecracker The Log
Firecracker
Zap Firecracker The Log
Zap Firecracker Witch The Log
Firecracker The Log Mega Knight
Bats
Zap Firecracker The Log Mega Knight
Zap Firecracker Witch The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap Firecracker The Log Witch Mega Knight
Witch
Firecracker The Log Zap Witch
Zap Witch The Log Mega Knight
Zap Firecracker The Log
Bats Zap Firecracker Witch
Zap Bats Firecracker Guards Witch
Zap The Log Mega Knight
Zap Firecracker
Mega Knight
Firecracker The Log
Zap Bats Guards Witch
Zap Firecracker Witch
The Log
Firecracker Mega Knight
The Log Zap Firecracker Skeleton King
Zap
Firecracker Mega Knight
Zap Bats Firecracker Guards Witch The Log Skeleton King
Firecracker Bats Zap Witch
Zap Firecracker Witch The Log Mega Knight
Firecracker Mega Knight

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