My Best Clash Royale Deck

Deck Check Rating

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

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 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!

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 Inferno Tower Wizard

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.

Ice Spirit Bats Firecracker Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap

Punishments

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

Hog Rider 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.

Ice Spirit Hog Rider Mega Knight

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 Hog Rider

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 Hog Rider
Giant Snowball
Bats Hog Rider
Zap
Bats Firecracker Inferno Tower
Barbarian Barrel
Ice Spirit Firecracker Inferno Tower Wizard
The Log
Ice Spirit Firecracker Hog Rider
Earthquake
Firecracker Hog Rider Inferno Tower
Arrows
Ice Spirit Bats Firecracker
Royal Delivery
Ice Spirit Bats Firecracker Hog Rider Wizard
Fireball
Firecracker Hog Rider Inferno Tower Wizard
Poison
Bats Firecracker Inferno Tower Wizard
Lightning
Inferno Tower Wizard
Rocket
Hog Rider Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Firecracker Wizard Mega Knight

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.

Ice Spirit Bats Inferno Tower 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.

Ice Spirit Wizard

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.

Ice Spirit Bats Zap Firecracker Hog Rider Inferno Tower Wizard Mega Knight

Shortest cycle

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

8 Ice Spirit Bats Zap Firecracker

Attack Synergies 7 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.

Ice Spirit
Zap Hog Rider Bats Firecracker Mega Knight
Bats
Hog Rider Mega Knight Ice Spirit Zap Firecracker
Zap
Ice Spirit Firecracker Hog Rider Bats Mega Knight
Firecracker
Zap Hog Rider Ice Spirit Bats Mega Knight
Hog Rider
Ice Spirit Bats Zap Firecracker Wizard Mega Knight
Inferno Tower
Wizard
Hog Rider Mega Knight
Mega Knight
Bats Ice Spirit Zap Firecracker Hog Rider Wizard

Defense Synergies 3 14

Ice Spirit
Zap Inferno Tower Bats Firecracker Wizard Mega Knight
Bats
Ice Spirit Zap Firecracker Inferno Tower Mega Knight
Zap
Ice Spirit Mega Knight Bats Firecracker Inferno Tower
Firecracker
Ice Spirit Bats Zap Inferno Tower Mega Knight
Hog Rider
Inferno Tower
Ice Spirit Bats Zap Firecracker Mega Knight
Wizard
Ice Spirit Mega Knight
Mega Knight
Zap Ice Spirit Bats Firecracker Inferno Tower Wizard

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 Inferno Tower Wizard
Inferno Tower Ice Spirit Bats Zap Firecracker Mega Knight
Inferno Tower Mega Knight Bats
Inferno Tower Bats Firecracker Mega Knight
Firecracker Mega Knight
Bats Zap Firecracker Mega Knight
Bats Inferno Tower Ice Spirit Zap Firecracker Wizard
Zap Inferno Tower Mega Knight
Inferno Tower
Ice Spirit Firecracker Inferno Tower Mega Knight
Bats Zap Firecracker Wizard Mega Knight
Inferno Tower Bats Zap Firecracker Wizard
Inferno Tower Mega Knight Ice Spirit Bats Zap Wizard
Wizard Mega Knight Ice Spirit Bats Zap Firecracker
Inferno Tower Mega Knight
Inferno Tower Ice Spirit Zap Mega Knight
Wizard Mega Knight Bats Firecracker Inferno Tower
Ice Spirit Mega Knight Bats Zap Firecracker Wizard
Zap Wizard Ice Spirit Bats Firecracker Mega Knight
Inferno Tower
Wizard Mega Knight Bats Firecracker

Counters to secondary win conditions

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

Mega Knight Zap Inferno Tower
Zap Firecracker Wizard Mega Knight
Mega Knight Ice Spirit Bats Zap Inferno Tower
Mega Knight Bats Zap Inferno Tower
Inferno Tower Mega Knight
Firecracker Wizard Ice Spirit Bats Zap
Bats Inferno Tower
Inferno Tower Mega Knight
Zap Mega Knight Ice Spirit Bats Firecracker Inferno Tower
Inferno Tower
Mega Knight Bats Inferno Tower
Mega Knight Zap
Mega Knight Inferno Tower Wizard
Wizard Firecracker Mega Knight
Inferno Tower Ice Spirit Bats Zap Firecracker
Bats Mega Knight Zap Firecracker Inferno Tower Wizard

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
Firecracker Zap
Firecracker
Wizard Zap Firecracker Mega Knight
Firecracker Wizard Ice Spirit Bats Zap
Firecracker Wizard
Ice Spirit Zap Firecracker Wizard
Zap Firecracker Wizard
Bats
Firecracker Zap Wizard
Zap Firecracker Wizard
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker Wizard
Firecracker Wizard Mega Knight
Bats
Zap Firecracker Wizard Mega Knight
Zap Firecracker Wizard Mega Knight
Mega Knight
Wizard
Zap
Zap Firecracker Ice Spirit Wizard Mega Knight
Firecracker Zap Wizard
Zap Wizard Mega Knight
Zap Firecracker
Bats Zap Firecracker Wizard
Zap Ice Spirit Bats Firecracker Wizard
Zap Wizard Mega Knight
Zap Ice Spirit Firecracker
Mega Knight
Firecracker Wizard
Zap Ice Spirit Bats
Zap Firecracker Wizard
Firecracker Wizard Mega Knight
Zap Firecracker Wizard
Zap
Firecracker Mega Knight
Zap Ice Spirit Bats Firecracker
Firecracker Bats Zap
Zap Firecracker Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: