My Best Clash Royale Deck

Deck Check Rating

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

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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Fire Spirit Baby Dragon Inferno Dragon

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.

Baby Dragon Golem Inferno Dragon

Offensive cards

Win conditions

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

Golem

Damage spells

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

Earthquake Poison The Log

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Baby Dragon Golem

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.

Golem

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
Guards Inferno Dragon
Giant Snowball
Fire Spirit Guards Baby Dragon Inferno Dragon
Zap
Fire Spirit Guards Inferno Dragon
Barbarian Barrel
Fire Spirit Guards
The Log
Fire Spirit Guards
Earthquake
Guards
Arrows
Fire Spirit Guards
Royal Delivery
Fire Spirit Guards Baby Dragon Inferno Dragon
Fireball
Baby Dragon Inferno Dragon
Poison
Guards
Lightning
Baby Dragon Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Baby Dragon Poison

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Earthquake Baby Dragon Poison 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 Guards Baby Dragon Poison Golem Inferno Dragon

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit The Log Earthquake Guards Baby Dragon Poison Inferno Dragon Golem

Shortest cycle

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

9 Fire Spirit The Log Earthquake Guards

Attack Synergies 3 9

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.

Fire Spirit
Baby Dragon Golem Inferno Dragon
Earthquake
Golem The Log
Guards
The Log
Baby Dragon
Golem Fire Spirit Poison Inferno Dragon
Poison
Golem Baby Dragon The Log
Golem
Earthquake Baby Dragon Poison Fire Spirit The Log
The Log
Earthquake Guards Poison Golem
Inferno Dragon
Fire Spirit Baby Dragon

Defense Synergies 0 9

Fire Spirit
The Log
Earthquake
The Log
Guards
Baby Dragon Poison The Log
Baby Dragon
Guards The Log Inferno Dragon
Poison
Guards The Log
Golem
The Log
Fire Spirit Earthquake Guards Baby Dragon Poison Inferno Dragon
Inferno Dragon
Baby Dragon 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.

Earthquake Baby Dragon The Log
Inferno Dragon The Log
Fire Spirit Inferno Dragon
Inferno Dragon Guards
Earthquake Poison The Log
The Log Fire Spirit Earthquake Guards Baby Dragon
Inferno Dragon Fire Spirit Baby Dragon Poison
Earthquake Baby Dragon Poison The Log
Inferno Dragon
Guards Fire Spirit
Guards Poison Earthquake Baby Dragon The Log
Inferno Dragon Baby Dragon Poison
Fire Spirit Earthquake Guards The Log
Fire Spirit Earthquake Guards Baby Dragon Poison The Log
Inferno Dragon
The Log Inferno Dragon
Poison
Fire Spirit Guards Baby Dragon The Log
Earthquake Baby Dragon Poison The Log Fire Spirit Guards Inferno Dragon
Inferno Dragon
Fire Spirit Earthquake Guards Baby Dragon Poison The Log

Counters to secondary win conditions

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

Guards
Poison Baby Dragon The Log Inferno Dragon
Guards The Log
Guards The Log
Guards Inferno Dragon
Fire Spirit Poison Baby Dragon
Guards
Inferno Dragon
Baby Dragon Poison The Log Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Guards
Guards Poison The Log
Guards
Baby Dragon
Guards Baby Dragon Poison The Log Inferno Dragon
Poison Earthquake Baby Dragon The Log Inferno Dragon

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.)

Earthquake Poison Guards Baby Dragon The Log
Poison Baby Dragon The Log
Earthquake Baby Dragon Poison The Log
Earthquake Guards Poison The Log
Poison Fire Spirit Earthquake Baby Dragon The Log
Poison Fire Spirit Baby Dragon
Fire Spirit Earthquake Baby Dragon Poison The Log
Earthquake Poison The Log Fire Spirit Baby Dragon
Poison The Log
Fire Spirit Guards Poison
Poison Earthquake The Log
Poison Fire Spirit Baby Dragon
Earthquake Poison Fire Spirit Baby Dragon The Log
Earthquake Baby Dragon Poison
Earthquake Baby Dragon Poison The Log
Earthquake Baby Dragon Poison The Log
Earthquake Baby Dragon Poison The Log
Earthquake Poison
Fire Spirit Earthquake Baby Dragon Poison The Log
Fire Spirit Earthquake Baby Dragon Poison The Log
Earthquake Baby Dragon Poison The Log
Poison
The Log
Earthquake Baby Dragon Poison The Log
Earthquake Poison The Log Fire Spirit Baby Dragon
Inferno Dragon
Poison The Log Earthquake Baby Dragon
Baby Dragon Poison The Log
Poison Baby Dragon The Log
Poison Fire Spirit Baby Dragon
Guards Poison
Poison Earthquake The Log
Poison
Earthquake Poison The Log
Earthquake Fire Spirit Guards
Poison Fire Spirit Baby Dragon
The Log
Poison Baby Dragon
The Log Earthquake Baby Dragon Poison
Poison
Guards Baby Dragon Poison The Log
Poison
Poison Baby Dragon The Log

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