My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Wizard Witch Ram Rider

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 Witch Royal Ghost Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

The Log

Punishments

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

Royal Ghost Ram Rider Mega Knight

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 Royal Ghost Ram Rider 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.

Royal Ghost Ram Rider

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 Ram Rider
Giant Snowball
Fire Spirit Bats Witch Ram Rider
Zap
Fire Spirit Bats Witch Ram Rider
Barbarian Barrel
Fire Spirit Wizard Witch Royal Ghost
The Log
Fire Spirit Witch Ram Rider
Earthquake
Witch
Arrows
Fire Spirit Bats Witch
Royal Delivery
Fire Spirit Bats Wizard Witch Royal Ghost Ram Rider
Fireball
Wizard Witch Ram Rider
Poison
Bats Wizard Witch
Lightning
Wizard Witch Ram Rider
Rocket
Wizard Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard The Log Royal Ghost 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.

Fire Spirit Bats Royal Ghost Mega Knight

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 Witch

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.

Fire Spirit Bats The Log Royal Ghost Wizard Witch Ram Rider Mega Knight

Shortest cycle

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

8 Fire Spirit Bats The Log Royal Ghost

Attack Synergies 1 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.

Fire Spirit
Ram Rider
Bats
Mega Knight Ram Rider
Wizard
Royal Ghost Ram Rider Mega Knight
Witch
Royal Ghost Ram Rider Mega Knight
The Log
Ram Rider Mega Knight
Royal Ghost
Wizard Witch Ram Rider Mega Knight
Ram Rider
Fire Spirit Bats Wizard Witch The Log Royal Ghost Mega Knight
Mega Knight
Bats Wizard Witch The Log Royal Ghost Ram Rider

Defense Synergies 0 13

Fire Spirit
The Log
Bats
The Log Mega Knight
Wizard
The Log Royal Ghost Mega Knight
Witch
The Log Royal Ghost Mega Knight
The Log
Fire Spirit Bats Wizard Witch Royal Ghost Ram Rider Mega Knight
Royal Ghost
Wizard Witch The Log Mega Knight
Ram Rider
The Log
Mega Knight
Bats Wizard Witch The Log Royal Ghost

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.

Wizard The Log Ram Rider
Bats Witch The Log Ram Rider Mega Knight
Witch Ram Rider Mega Knight Fire Spirit Bats
Witch Bats Ram Rider Mega Knight
The Log Mega Knight
The Log Fire Spirit Bats Royal Ghost Mega Knight
Bats Ram Rider Fire Spirit Wizard Witch
The Log Ram Rider Mega Knight
Witch
Fire Spirit Royal Ghost Mega Knight
Bats Witch Wizard The Log Royal Ghost Ram Rider Mega Knight
Bats Wizard Witch Ram Rider
Mega Knight Fire Spirit Bats Wizard Witch The Log Ram Rider
Fire Spirit Wizard Mega Knight Bats Witch The Log Royal Ghost
Ram Rider Mega Knight
The Log Ram Rider Mega Knight
Wizard Mega Knight Bats Witch
Fire Spirit Mega Knight Bats Wizard Witch The Log Royal Ghost Ram Rider
Wizard Witch The Log Fire Spirit Bats Royal Ghost Ram Rider Mega Knight
Ram Rider
Wizard Royal Ghost Mega Knight Fire Spirit Bats Witch The Log

Counters to secondary win conditions

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

Mega Knight Witch Royal Ghost
Wizard The Log Royal Ghost Mega Knight
Mega Knight Bats Witch The Log Ram Rider
Mega Knight Bats The Log Ram Rider
Witch Ram Rider Mega Knight
Fire Spirit Wizard Bats Witch Ram Rider
Bats Witch Ram Rider
Mega Knight
Mega Knight Bats Witch The Log
Witch
Mega Knight Bats Witch
Mega Knight The Log
Mega Knight Wizard Witch Ram Rider
Wizard Witch Mega Knight
Witch Bats The Log
Bats Mega Knight Wizard Witch The Log Royal Ghost

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.)

The Log Royal Ghost
The Log Royal Ghost Ram Rider
The Log
The Log
Wizard Fire Spirit The Log Mega Knight
Wizard Fire Spirit Bats Witch Ram Rider
Fire Spirit Wizard Witch The Log
The Log Fire Spirit Wizard Ram Rider
The Log Wizard Ram Rider
Fire Spirit Bats
Wizard The Log Ram Rider
Fire Spirit Wizard
Fire Spirit The Log
The Log
Wizard Witch The Log
Wizard The Log Mega Knight
Bats
Fire Spirit Wizard The Log Mega Knight
Fire Spirit Wizard Witch The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
The Log Fire Spirit Wizard Witch Mega Knight
Witch
The Log Wizard Witch Royal Ghost Ram Rider
Wizard Witch The Log Ram Rider Mega Knight
The Log
Fire Spirit Bats Wizard Witch
Bats Wizard Witch
Wizard The Log Mega Knight
Mega Knight
Wizard The Log
Fire Spirit Bats Witch
Fire Spirit Wizard Witch Ram Rider
The Log
Wizard Mega Knight
The Log Wizard
Mega Knight
Bats Witch The Log
Bats Witch
Witch The Log Royal Ghost Mega Knight

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