My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Ice Wizard

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 Royal Giant Ice Wizard Mega Knight

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel

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.

Royal Giant Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Royal Giant 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 Goblin Barrel

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 Royal Giant Goblin Barrel
Giant Snowball
Bats Goblin Barrel
Zap
Bats Firecracker Royal Giant Goblin Barrel
Barbarian Barrel
Firecracker Goblin Barrel Ice Wizard
The Log
Firecracker Royal Giant Goblin Barrel
Earthquake
Firecracker Goblin Barrel
Arrows
Bats Firecracker Goblin Barrel
Royal Delivery
Bats Firecracker Goblin Barrel Ice Wizard
Fireball
Firecracker Goblin Barrel Ice Wizard
Poison
Bats Firecracker Ice Wizard
Lightning
Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker The Log Ice 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.

Bats Ice Wizard Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant Goblin Barrel

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.

Goblin Barrel Ice 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.

Mediocre

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 Goblin Barrel Ice Wizard Royal Giant Mega Knight

Shortest cycle

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

9 Bats Zap The Log Firecracker

Attack Synergies 6 13

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
Royal Giant Mega Knight Zap Firecracker Goblin Barrel
Zap
Firecracker Bats Royal Giant The Log Ice Wizard Mega Knight
Firecracker
Zap Royal Giant Bats Goblin Barrel Mega Knight
Royal Giant
Bats Firecracker Goblin Barrel Ice Wizard Zap The Log
Goblin Barrel
Royal Giant Bats Firecracker Ice Wizard Mega Knight
The Log
Zap Royal Giant Mega Knight
Ice Wizard
Royal Giant Zap Goblin Barrel
Mega Knight
Bats Zap Firecracker Goblin Barrel The Log

Defense Synergies 2 13

Bats
Zap Firecracker The Log Ice Wizard Mega Knight
Zap
Mega Knight Bats Firecracker The Log Ice Wizard
Firecracker
The Log Bats Zap Ice Wizard Mega Knight
Royal Giant
Goblin Barrel
The Log
Firecracker Bats Zap Ice Wizard Mega Knight
Ice Wizard
Bats Zap Firecracker The Log Mega Knight
Mega Knight
Zap Bats Firecracker The Log Ice 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 The Log
Bats Zap Firecracker The Log Ice Wizard Mega Knight
Mega Knight Bats Ice Wizard
Bats Firecracker Ice Wizard Mega Knight
Firecracker The Log Mega Knight
The Log Bats Zap Firecracker Ice Wizard Mega Knight
Bats Zap Firecracker Ice Wizard
Zap The Log Mega Knight
Ice Wizard
Firecracker Ice Wizard Mega Knight
Bats Ice Wizard Zap Firecracker The Log Mega Knight
Bats Zap Firecracker Ice Wizard
Mega Knight Bats Zap The Log Ice Wizard
Mega Knight Bats Zap Firecracker The Log
Mega Knight
Zap The Log Mega Knight
Mega Knight Bats Firecracker
Mega Knight Bats Zap Firecracker The Log Ice Wizard
Zap The Log Bats Firecracker Ice Wizard Mega Knight
Mega Knight Bats Firecracker The Log

Counters to secondary win conditions

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

Mega Knight Zap
Zap Firecracker The Log Mega Knight
Mega Knight Bats Zap The Log
Mega Knight Bats Zap The Log
Mega Knight
Firecracker Bats Zap Ice Wizard
Bats Ice Wizard
Mega Knight
Zap Mega Knight Bats Firecracker The Log
Mega Knight Bats
Mega Knight Zap The Log
Mega Knight
Firecracker Mega Knight
Bats Zap Firecracker The Log
Bats Mega Knight Zap Firecracker The Log Ice 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 The Log
Firecracker Zap The Log Ice Wizard
The Log
Firecracker The Log
Zap Firecracker The Log Mega Knight
Firecracker Bats Zap Ice Wizard
Firecracker The Log
The Log Zap Firecracker Ice Wizard
The Log Zap Firecracker
Bats
Firecracker Zap The Log
Zap Firecracker
Firecracker The Log
Firecracker
Zap Firecracker The Log
Zap Firecracker The Log
Firecracker The Log Mega Knight
Bats
Zap Firecracker The Log Mega Knight
Zap Firecracker The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap Firecracker The Log Ice Wizard Mega Knight
Firecracker The Log Zap Ice Wizard
Zap The Log Mega Knight
Zap Firecracker The Log
Bats Zap Firecracker Ice Wizard
Zap Bats Firecracker
Zap The Log Mega Knight
Zap Firecracker
Mega Knight
Firecracker The Log
Zap Bats
Zap Firecracker Ice Wizard
The Log
Firecracker Mega Knight
The Log Zap Firecracker
Zap
Firecracker Mega Knight
Zap Bats Firecracker The Log
Firecracker Bats Zap
Zap Firecracker The Log Mega Knight

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