My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Magic Archer

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 Royal Giant Magic Archer

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Fireball Tornado The Log

Punishments

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

Royal Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Royal Giant Magic Archer

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.

Magic Archer

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 Royal Giant
Giant Snowball
Skeletons Bats
Zap
Skeletons Bats Royal Giant
Barbarian Barrel
Skeletons Knight Magic Archer
The Log
Skeletons Royal Giant
Earthquake
Skeletons
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Knight Magic Archer
Fireball
Magic Archer
Poison
Bats Magic Archer
Lightning
Knight Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Tornado The Log Magic Archer

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 Knight Tornado

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 Fireball

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.

Fireball

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.

Skeletons Bats The Log Knight Tornado Fireball Magic Archer Royal Giant

Shortest cycle

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

8 Skeletons Bats The Log Knight

Attack Synergies 5 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.

Skeletons
Bats
Knight Royal Giant
Knight
Bats Fireball The Log Magic Archer
Royal Giant
Bats Fireball Tornado The Log Magic Archer
Fireball
Royal Giant Tornado Knight The Log Magic Archer
Tornado
Fireball Magic Archer Royal Giant The Log
The Log
Knight Royal Giant Fireball Tornado Magic Archer
Magic Archer
Tornado Knight Royal Giant Fireball The Log

Defense Synergies 5 11

Skeletons
Bats Knight Tornado The Log Magic Archer
Bats
Knight Skeletons The Log
Knight
Bats Magic Archer Skeletons Fireball Tornado The Log
Royal Giant
Fireball
Tornado The Log Knight
Tornado
Fireball Magic Archer Skeletons Knight The Log
The Log
Fireball Skeletons Bats Knight Tornado Magic Archer
Magic Archer
Knight Tornado Skeletons 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.

Knight Fireball The Log Magic Archer
Skeletons Bats Knight The Log
Tornado Skeletons Bats Knight
Skeletons Bats Knight
Fireball Tornado The Log
Fireball Tornado The Log Skeletons Bats Magic Archer
Bats Tornado Fireball Magic Archer
Fireball The Log Magic Archer
Skeletons Tornado
Knight Tornado Skeletons
Bats Skeletons Knight Fireball Tornado The Log Magic Archer
Bats Fireball Tornado Magic Archer
Skeletons Bats Knight Fireball The Log
Fireball Bats Tornado The Log Magic Archer
Knight
Tornado Fireball The Log
Skeletons Bats Knight Fireball Tornado
Fireball Bats Knight Tornado The Log Magic Archer
Tornado The Log Bats Knight Fireball Magic Archer
Tornado
Bats Knight Fireball The Log

Counters to secondary win conditions

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

Knight Skeletons Fireball
Fireball Knight The Log Magic Archer
Skeletons Bats Knight The Log
Bats Knight Fireball Tornado The Log
Skeletons Knight
Fireball Skeletons Bats Tornado Magic Archer
Skeletons Bats Knight Fireball
Knight
Skeletons Bats Knight Fireball Tornado The Log Magic Archer
Skeletons
Bats Knight
Fireball Tornado The Log
Skeletons Knight Fireball
Fireball Magic Archer
Skeletons Bats Knight Fireball Tornado The Log Magic Archer
Bats Fireball The Log Magic Archer

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.)

Fireball Magic Archer Knight The Log
Fireball Tornado The Log Magic Archer
Fireball The Log Magic Archer
Knight Fireball The Log
Fireball The Log Magic Archer
Fireball Bats Tornado Magic Archer
Tornado The Log Magic Archer
Fireball The Log Tornado Magic Archer
Fireball The Log Tornado
Bats Fireball Tornado
Knight Fireball Tornado The Log Magic Archer
Fireball Tornado Magic Archer
Knight Fireball The Log Magic Archer
Fireball Magic Archer
Fireball The Log Magic Archer
Fireball The Log Magic Archer
Magic Archer Fireball The Log
Fireball Tornado
Bats
Fireball The Log Magic Archer
Fireball Tornado The Log Magic Archer
Fireball The Log Magic Archer
Fireball Tornado
Tornado The Log
Fireball The Log
Tornado The Log Fireball Magic Archer
Fireball The Log Tornado Magic Archer
Fireball Tornado The Log Magic Archer
Fireball Tornado The Log Magic Archer
Bats Fireball Tornado Magic Archer
Bats Fireball
Fireball
Fireball The Log Magic Archer
Fireball Magic Archer
Fireball The Log Magic Archer
Bats Fireball Magic Archer
Fireball Tornado Magic Archer
The Log Fireball
Fireball Knight Magic Archer
The Log Fireball Magic Archer
Fireball Tornado
Bats Fireball Tornado The Log Magic Archer
Bats Fireball Tornado Magic Archer
Fireball Tornado The Log Magic Archer

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