My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Bats Minion Horde Inferno Tower Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

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 Golem Lava Hound

Offensive cards

Win conditions

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

Golem Lava Hound

Damage spells

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

Fireball The Log

Pump responses

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

Fireball

Dropped at the bridge

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

Minion Horde Golem 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.

Golem

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 Minion Horde Lava Hound
Giant Snowball
Bats Minion Horde Lava Hound
Zap
Bats Minion Horde Inferno Tower Lava Hound
Barbarian Barrel
Inferno Tower Wizard
The Log
Earthquake
Inferno Tower
Arrows
Bats Minion Horde Lava Hound
Royal Delivery
Bats Minion Horde Wizard Lava Hound
Fireball
Minion Horde Inferno Tower Wizard Lava Hound
Poison
Bats Minion Horde Inferno Tower Wizard Lava Hound
Lightning
Inferno Tower Wizard
Rocket
Minion Horde Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard 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 Inferno Tower Golem

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.

Fireball

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.

Minion Horde Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Fireball Minion Horde Inferno Tower Wizard Lava Hound Golem

Shortest cycle

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

13 Bats The Log Fireball Minion Horde

Attack Synergies 4 5

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
Lava Hound Golem
Minion Horde
Lava Hound Golem
Fireball
Golem Lava Hound The Log
Inferno Tower
Wizard
Golem
Golem
Fireball Bats Minion Horde Wizard The Log
The Log
Fireball Golem
Lava Hound
Bats Minion Horde Fireball

Defense Synergies 2 6

Bats
Inferno Tower The Log
Minion Horde
Inferno Tower The Log
Fireball
The Log Inferno Tower
Inferno Tower
The Log Bats Minion Horde Fireball
Wizard
The Log
Golem
The Log
Fireball Inferno Tower Bats Minion Horde Wizard
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.

Minion Horde Fireball Inferno Tower Wizard The Log
Minion Horde Inferno Tower Bats The Log
Minion Horde Inferno Tower Bats
Minion Horde Inferno Tower Bats
Fireball The Log
Fireball The Log Bats
Bats Minion Horde Inferno Tower Fireball Wizard
Fireball Inferno Tower The Log
Minion Horde Inferno Tower
Minion Horde Inferno Tower
Bats Minion Horde Fireball Wizard The Log
Minion Horde Inferno Tower Bats Fireball Wizard
Minion Horde Inferno Tower Bats Fireball Wizard The Log
Fireball Wizard Bats Minion Horde The Log
Inferno Tower Minion Horde
Minion Horde Inferno Tower Fireball The Log
Minion Horde Wizard Bats Fireball Inferno Tower
Fireball Bats Minion Horde Wizard The Log
Wizard The Log Bats Fireball
Inferno Tower
Wizard Bats Minion Horde Fireball The Log

Counters to secondary win conditions

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

Fireball Inferno Tower
Fireball Wizard The Log
Bats Minion Horde Inferno Tower The Log
Bats Minion Horde Fireball Inferno Tower The Log
Inferno Tower Minion Horde
Fireball Wizard Bats Minion Horde
Bats Minion Horde Fireball Inferno Tower
Inferno Tower Minion Horde
Minion Horde Bats Fireball Inferno Tower The Log
Inferno Tower Minion Horde
Bats Minion Horde Inferno Tower
Fireball The Log
Minion Horde Fireball Inferno Tower Wizard
Wizard Minion Horde Fireball
Inferno Tower Bats Minion Horde Fireball The Log
Bats Minion Horde Fireball Inferno Tower Wizard 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.)

Fireball Minion Horde The Log
Fireball The Log
Minion Horde Fireball The Log
Fireball The Log
Fireball Wizard Minion Horde The Log
Fireball Wizard Bats Minion Horde
Minion Horde Wizard The Log
Fireball The Log Wizard
Fireball The Log Wizard
Bats Minion Horde Fireball
Minion Horde Fireball Wizard The Log
Fireball Wizard
Fireball The Log
Minion Horde Fireball
Fireball The Log
Minion Horde Fireball Wizard The Log
Minion Horde Fireball Wizard The Log
Fireball
Bats Minion Horde
Fireball Wizard The Log
Fireball Wizard The Log
Minion Horde Fireball The Log
Fireball Wizard
The Log
Minion Horde Fireball The Log
The Log Fireball Wizard
Minion Horde
Fireball The Log Wizard
Fireball Wizard The Log
Fireball The Log
Bats Minion Horde Fireball Wizard
Bats Minion Horde Fireball Wizard
Minion Horde Fireball
Minion Horde Fireball Wizard The Log
Minion Horde Fireball
Minion Horde
Fireball Wizard The Log
Minion Horde Bats Fireball
Fireball Wizard
The Log Fireball
Fireball Minion Horde Wizard
The Log Fireball Wizard
Fireball
Minion Horde
Bats Minion Horde Fireball The Log
Bats Fireball
Fireball The Log

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