My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Great!
Synergy
Godly!
Versatility
Great!
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats 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 Wizard Balloon Lava Hound

Offensive cards

Win conditions

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

Balloon Lava Hound

Damage spells

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

Zap Arrows

Punishments

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

Balloon

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.

Fire Spirit Balloon Lava Hound

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.

Balloon

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 Skeleton Army Balloon Lava Hound
Giant Snowball
Fire Spirit Bats Skeleton Army Balloon Lava Hound
Zap
Fire Spirit Bats Skeleton Army Balloon Lava Hound
Barbarian Barrel
Fire Spirit Wizard Skeleton Army
The Log
Fire Spirit Skeleton Army
Earthquake
Skeleton Army
Arrows
Fire Spirit Bats Skeleton Army Lava Hound
Royal Delivery
Fire Spirit Bats Wizard Skeleton Army Balloon Lava Hound
Fireball
Wizard Skeleton Army Balloon Lava Hound
Poison
Bats Wizard Skeleton Army Balloon Lava Hound
Lightning
Wizard Balloon
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows Wizard

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 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 Wizard Lava Hound

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.

Fire Spirit Bats Zap Arrows Skeleton Army Wizard Balloon Lava Hound

Shortest cycle

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

8 Fire Spirit Bats Zap Arrows

Attack Synergies 7 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
Zap Balloon
Bats
Balloon Lava Hound Zap
Zap
Arrows Balloon Fire Spirit Bats Lava Hound
Arrows
Zap Balloon Lava Hound
Wizard
Balloon
Skeleton Army
Lava Hound
Balloon
Bats Zap Arrows Lava Hound Fire Spirit Wizard
Lava Hound
Bats Arrows Balloon Zap Skeleton Army

Defense Synergies 0 5

Fire Spirit
Zap
Bats
Zap
Zap
Fire Spirit Bats Arrows Skeleton Army
Arrows
Zap
Wizard
Skeleton Army
Skeleton Army
Zap Wizard
Balloon
Lava Hound

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 Wizard
Skeleton Army Bats Zap
Skeleton Army Fire Spirit Bats
Skeleton Army Bats
Arrows Skeleton Army
Arrows Skeleton Army Fire Spirit Bats Zap
Bats Fire Spirit Zap Arrows Wizard
Zap Arrows
Skeleton Army
Skeleton Army Fire Spirit
Bats Skeleton Army Zap Arrows Wizard
Arrows Bats Zap Wizard
Skeleton Army Fire Spirit Bats Zap Wizard
Fire Spirit Wizard Skeleton Army Bats Zap Arrows
Skeleton Army
Skeleton Army Zap
Wizard Bats Arrows Skeleton Army
Fire Spirit Arrows Bats Zap Wizard Skeleton Army
Zap Arrows Wizard Fire Spirit Bats
Wizard Skeleton Army Fire Spirit Bats Arrows

Counters to secondary win conditions

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

Skeleton Army Zap
Zap Arrows Wizard
Skeleton Army Bats Zap
Skeleton Army Bats Zap
Skeleton Army
Fire Spirit Arrows Wizard Bats Zap
Skeleton Army Bats
Skeleton Army
Zap Bats Skeleton Army
Skeleton Army
Bats
Skeleton Army Zap Arrows
Skeleton Army Wizard
Wizard Skeleton Army
Skeleton Army Bats Zap
Bats Arrows Zap 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.)

Arrows
Arrows Zap
Arrows
Arrows
Wizard Fire Spirit Zap Arrows
Arrows Wizard Fire Spirit Bats Zap
Fire Spirit Arrows Wizard
Arrows Fire Spirit Zap Wizard
Arrows Zap Wizard
Fire Spirit Bats
Zap Arrows Wizard
Fire Spirit Zap Arrows Wizard
Fire Spirit
Arrows
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows
Bats
Fire Spirit Zap Arrows Wizard
Fire Spirit Zap Arrows Wizard
Arrows Wizard
Zap Arrows
Zap Arrows Fire Spirit Wizard
Arrows Zap Wizard
Zap Arrows Wizard
Zap Arrows
Fire Spirit Bats Zap Arrows Wizard
Zap Bats Wizard
Zap Arrows Wizard
Zap Arrows
Arrows Wizard
Zap Fire Spirit Bats Skeleton Army
Fire Spirit Zap Arrows Wizard
Arrows
Wizard
Arrows Zap Wizard
Zap Arrows
Zap Bats
Bats Zap
Zap

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: