My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
Good
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 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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 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.

Bats Firecracker Ice Wizard Magic Archer

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Arrows Freeze

Punishments

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

Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

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.

Firecracker Magic Archer Graveyard

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Freeze Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Freeze Ice Wizard Magic Archer

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 Arrows Freeze Ice Wizard

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.

Graveyard

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Arrows Firecracker Ice Wizard Freeze Magic Archer Graveyard

Shortest cycle

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

8 Mirror Bats Arrows Firecracker

Attack Synergies 3 8

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
Firecracker Graveyard
Arrows
Mirror Graveyard Freeze
Firecracker
Bats Mirror
Mirror
Arrows Firecracker Freeze Magic Archer Graveyard
Freeze
Graveyard Arrows Mirror
Ice Wizard
Graveyard
Magic Archer
Mirror
Graveyard
Arrows Freeze Bats Mirror Ice Wizard

Defense Synergies 1 8

Bats
Firecracker Freeze Ice Wizard
Arrows
Mirror Ice Wizard
Firecracker
Bats Mirror Ice Wizard
Mirror
Arrows Firecracker Ice Wizard Magic Archer
Freeze
Bats
Ice Wizard
Bats Arrows Firecracker Mirror
Magic Archer
Mirror
Graveyard

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.

Firecracker Magic Archer
Bats Firecracker Ice Wizard
Bats Freeze Ice Wizard
Bats Firecracker Ice Wizard
Arrows Firecracker
Arrows Freeze Bats Firecracker Ice Wizard Magic Archer
Bats Arrows Firecracker Freeze Ice Wizard Magic Archer
Arrows Magic Archer
Ice Wizard
Firecracker Ice Wizard
Bats Ice Wizard Arrows Firecracker Freeze Magic Archer
Arrows Bats Firecracker Ice Wizard Magic Archer
Bats Freeze Ice Wizard
Bats Arrows Firecracker Freeze Magic Archer
Freeze
Bats Arrows Firecracker
Arrows Bats Firecracker Ice Wizard Magic Archer
Arrows Freeze Bats Firecracker Ice Wizard Magic Archer
Bats Arrows Firecracker

Counters to secondary win conditions

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

Arrows Firecracker Magic Archer
Bats
Bats
Arrows Firecracker Bats Freeze Ice Wizard Magic Archer
Bats Ice Wizard
Freeze Bats Firecracker Magic Archer
Bats
Arrows
Firecracker Magic Archer
Bats Firecracker Freeze Magic Archer
Bats Arrows Firecracker Freeze Ice Wizard Magic Archer
Arrows Ice Wizard
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.)

Magic Archer Arrows Firecracker Freeze
Arrows Firecracker Ice Wizard Magic Archer
Arrows Magic Archer
Arrows Firecracker Freeze
Arrows Firecracker Magic Archer
Arrows Firecracker Bats Freeze Ice Wizard Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Freeze Ice Wizard Magic Archer
Arrows Firecracker
Bats
Firecracker Arrows Magic Archer
Arrows Firecracker Magic Archer
Firecracker Magic Archer
Arrows Firecracker Freeze Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Magic Archer Arrows Firecracker
Arrows Freeze
Bats
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Magic Archer
Arrows
Arrows
Arrows Firecracker Freeze Ice Wizard Magic Archer
Arrows Firecracker Ice Wizard Magic Archer
Arrows Magic Archer
Arrows Firecracker Magic Archer
Bats Arrows Firecracker Ice Wizard Magic Archer
Bats Firecracker Freeze
Arrows Magic Archer
Arrows Firecracker Freeze Magic Archer
Arrows Firecracker Magic Archer
Bats Freeze Magic Archer
Arrows Firecracker Ice Wizard Magic Archer
Freeze
Arrows
Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows
Firecracker
Bats Firecracker Freeze Magic Archer
Firecracker Bats Magic Archer
Firecracker Freeze Magic Archer
Firecracker

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