My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Bats

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 Knight Battle Ram Elixir Collector

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows The Log

Punishments

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

Battle Ram

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Fire Spirit Knight Battle Ram

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 Battle Ram Skeleton Army
Giant Snowball
Fire Spirit Bats Battle Ram Skeleton Army
Zap
Fire Spirit Bats Battle Ram Skeleton Army
Barbarian Barrel
Fire Spirit Knight Battle Ram Skeleton Army
The Log
Fire Spirit Battle Ram Skeleton Army
Earthquake
Elixir Collector Skeleton Army
Arrows
Fire Spirit Bats Skeleton Army
Royal Delivery
Fire Spirit Bats Knight Battle Ram Skeleton Army
Fireball
Battle Ram Elixir Collector Skeleton Army
Poison
Bats Elixir Collector Skeleton Army
Lightning
Knight Battle Ram Elixir Collector
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows 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 Bats Arrows Knight Battle Ram Elixir Collector Skeleton Army

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.

Skeleton Army

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats The Log Arrows Knight Skeleton Army Battle Ram Elixir Collector

Shortest cycle

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

8 Fire Spirit Bats The Log Arrows

Attack Synergies 3 6

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
Knight Battle Ram
Bats
Knight Battle Ram
Arrows
Knight Battle Ram
Knight
Bats Battle Ram Fire Spirit Arrows The Log
Battle Ram
Knight The Log Fire Spirit Bats Arrows
Elixir Collector
Skeleton Army
The Log
Battle Ram Knight

Defense Synergies 2 6

Fire Spirit
Knight The Log
Bats
Knight The Log
Arrows
Knight
Knight
Fire Spirit Bats Arrows Skeleton Army The Log
Battle Ram
Elixir Collector
Skeleton Army
Knight The Log
The Log
Fire Spirit Bats Knight Skeleton Army

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 The Log
Skeleton Army Bats Knight The Log
Skeleton Army Fire Spirit Bats Knight
Skeleton Army Bats Knight
Arrows Skeleton Army The Log
Arrows Skeleton Army The Log Fire Spirit Bats
Bats Fire Spirit Arrows
Arrows The Log
Skeleton Army
Knight Skeleton Army Fire Spirit
Bats Skeleton Army Arrows Knight The Log
Arrows Bats
Skeleton Army Fire Spirit Bats Knight The Log
Fire Spirit Skeleton Army Bats Arrows The Log
Skeleton Army Knight
Skeleton Army The Log
Bats Arrows Knight Skeleton Army
Fire Spirit Arrows Bats Knight Skeleton Army The Log
Arrows The Log Fire Spirit Bats Knight
Skeleton Army Fire Spirit Bats Arrows Knight The Log

Counters to secondary win conditions

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

Knight Skeleton Army
Arrows Knight The Log
Skeleton Army Bats Knight The Log
Skeleton Army Bats Knight The Log
Knight Skeleton Army
Fire Spirit Arrows Bats
Skeleton Army Bats Knight
Knight Skeleton Army
Bats Knight Skeleton Army The Log
Skeleton Army
Bats Knight
Skeleton Army Arrows The Log
Skeleton Army Knight
Skeleton Army
Skeleton Army Bats Knight The Log
Bats Arrows The Log

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.)

Arrows Knight The Log
Arrows The Log
Arrows The Log
Arrows Knight The Log
Fire Spirit Arrows The Log
Arrows Fire Spirit Bats
Fire Spirit Arrows The Log
Arrows The Log Fire Spirit
Arrows The Log
Fire Spirit Bats
Arrows Knight The Log
Fire Spirit Arrows
Fire Spirit Knight The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Bats
Fire Spirit Arrows The Log
Fire Spirit Arrows The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log Fire Spirit
Arrows The Log
Arrows The Log
Arrows The Log
Fire Spirit Bats Arrows
Bats
Arrows The Log
Arrows
Arrows The Log
Fire Spirit Bats Skeleton Army
Fire Spirit Arrows
Arrows The Log
Knight
Arrows The Log
Arrows
Bats The Log
Bats
The Log

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