My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
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 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.

Bats Firecracker Electro Wizard 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 Firecracker Bowler Electro Wizard Ram Rider

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.

Tornado The Log

Punishments

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

Ram Rider

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.

Ram Rider

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 Electro Wizard 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
Bats Ram Rider
Zap
Bats Firecracker Ram Rider
Barbarian Barrel
Firecracker Electro Wizard
The Log
Firecracker Ram Rider
Earthquake
Firecracker
Arrows
Bats Firecracker
Royal Delivery
Bats Firecracker Bowler Electro Wizard Ram Rider
Fireball
Firecracker Bowler Electro Wizard Ram Rider
Poison
Bats Firecracker Electro Wizard
Lightning
Bowler Electro Wizard Ram Rider
Rocket
Bowler Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado Bowler The Log

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 Tornado Bowler

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.

Electro 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 The Log Firecracker Tornado Electro Wizard Bowler Ram Rider

Shortest cycle

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

7 Mirror Bats The Log Firecracker

Attack Synergies 1 17

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 Bowler Ram Rider
Firecracker
Bats Mirror Tornado Bowler Ram Rider
Mirror
The Log Firecracker Tornado Ram Rider
Tornado
Firecracker Mirror Bowler The Log Ram Rider
Bowler
Bats Firecracker Tornado The Log Electro Wizard Ram Rider
The Log
Mirror Tornado Bowler Ram Rider
Electro Wizard
Bowler Ram Rider
Ram Rider
Bats Firecracker Mirror Tornado Bowler The Log Electro Wizard

Defense Synergies 4 17

Bats
Firecracker Bowler The Log Electro Wizard
Firecracker
The Log Bats Mirror Tornado Electro Wizard
Mirror
Tornado Firecracker Bowler The Log Electro Wizard
Tornado
Mirror Bowler Firecracker The Log Electro Wizard Ram Rider
Bowler
Tornado The Log Bats Mirror Electro Wizard
The Log
Firecracker Bowler Bats Mirror Tornado Electro Wizard Ram Rider
Electro Wizard
Bats Firecracker Mirror Tornado Bowler The Log Ram Rider
Ram Rider
Tornado The Log Electro Wizard

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.

Bowler Firecracker The Log Electro Wizard Ram Rider
Bats Firecracker The Log Electro Wizard Ram Rider
Tornado Bowler Ram Rider Bats Electro Wizard
Bats Firecracker Bowler Electro Wizard Ram Rider
Firecracker Tornado Bowler The Log
Tornado Bowler The Log Bats Firecracker Electro Wizard
Bats Tornado Electro Wizard Ram Rider Firecracker
Bowler The Log Electro Wizard Ram Rider
Tornado
Tornado Firecracker Bowler Electro Wizard
Bats Electro Wizard Firecracker Tornado Bowler The Log Ram Rider
Bats Firecracker Tornado Electro Wizard Ram Rider
Bowler Bats The Log Electro Wizard Ram Rider
Bowler Bats Firecracker Tornado The Log Electro Wizard
Electro Wizard Ram Rider
Tornado Bowler The Log Electro Wizard Ram Rider
Bats Firecracker Tornado Bowler Electro Wizard
Bats Firecracker Tornado Bowler The Log Electro Wizard Ram Rider
Tornado The Log Bats Firecracker Bowler Electro Wizard Ram Rider
Tornado Electro Wizard Ram Rider
Bowler Bats Firecracker The Log Electro Wizard

Counters to secondary win conditions

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

Bowler Electro Wizard
Electro Wizard Firecracker Bowler The Log
Bats Bowler The Log Electro Wizard Ram Rider
Bowler Bats Tornado The Log Electro Wizard Ram Rider
Bowler Ram Rider
Firecracker Bats Tornado Electro Wizard Ram Rider
Bats Bowler Electro Wizard Ram Rider
Electro Wizard Bats Firecracker Tornado The Log
Bats Bowler
Tornado Bowler The Log Electro Wizard
Bowler Ram Rider
Firecracker Bowler
Electro Wizard Bats Firecracker Tornado Bowler The Log
Bats Bowler Firecracker The Log Electro 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.)

Firecracker The Log
Firecracker Tornado Bowler The Log Electro Wizard Ram Rider
The Log
Firecracker The Log
Firecracker Bowler The Log
Firecracker Bats Tornado Ram Rider
Firecracker Tornado Bowler The Log
The Log Firecracker Tornado Bowler Ram Rider
The Log Firecracker Tornado Ram Rider
Bats Tornado Bowler Electro Wizard
Firecracker Tornado Bowler The Log Electro Wizard Ram Rider
Firecracker Tornado
Firecracker Bowler The Log
Firecracker
Firecracker The Log
Firecracker Bowler The Log
Firecracker Bowler The Log
Tornado
Bats
Firecracker Bowler The Log Electro Wizard
Firecracker Tornado Bowler The Log
Bowler The Log
Tornado
Tornado Bowler The Log
The Log
Firecracker Tornado The Log Bowler
Firecracker The Log Tornado Bowler Electro Wizard Ram Rider
Tornado Bowler The Log Ram Rider
Firecracker Tornado The Log
Bats Firecracker Tornado Electro Wizard
Electro Wizard Bats Firecracker
Bowler
The Log
Firecracker Electro Wizard
Firecracker Bowler The Log
Electro Wizard Bats
Firecracker Tornado Electro Wizard Ram Rider
The Log
Firecracker Bowler Electro Wizard
The Log Firecracker Bowler
Tornado
Firecracker
Bats Firecracker Tornado Bowler The Log Electro Wizard
Firecracker Bats Tornado Electro Wizard
Firecracker Tornado Bowler The Log Electro Wizard

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