My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Bats Firecracker Ice 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 Knight Firecracker Battle Ram Balloon Ice Wizard Lumberjack

Offensive cards

Win conditions

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

Battle Ram Balloon

Damage spells

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

Missing

Punishments

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

Battle Ram Balloon Lumberjack

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.

Knight Battle Ram Balloon Lumberjack

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 Balloon Lumberjack

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 Battle Ram Balloon
Giant Snowball
Bats Battle Ram Balloon Lumberjack
Zap
Bats Firecracker Battle Ram Balloon
Barbarian Barrel
Knight Firecracker Battle Ram Ice Wizard Lumberjack
The Log
Firecracker Battle Ram Lumberjack
Earthquake
Firecracker
Arrows
Bats Firecracker
Royal Delivery
Bats Knight Firecracker Battle Ram Balloon Ice Wizard Lumberjack
Fireball
Firecracker Battle Ram Balloon Ice Wizard Lumberjack
Poison
Bats Firecracker Balloon Ice Wizard
Lightning
Knight Battle Ram Balloon Ice Wizard Lumberjack
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Ice 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.

Bats Knight Battle Ram Ice Wizard

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Knight Firecracker Ice Wizard Battle Ram Lumberjack Balloon

Shortest cycle

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

8 Mirror Bats Knight Firecracker

Attack Synergies 6 15

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
Knight Balloon Firecracker Battle Ram Lumberjack
Knight
Bats Firecracker Battle Ram Balloon Ice Wizard Lumberjack
Firecracker
Knight Bats Battle Ram Mirror Balloon Lumberjack
Battle Ram
Knight Bats Firecracker Mirror Lumberjack
Mirror
Firecracker Battle Ram Balloon Lumberjack
Balloon
Bats Knight Lumberjack Firecracker Mirror Ice Wizard
Ice Wizard
Knight Balloon Lumberjack
Lumberjack
Balloon Bats Knight Firecracker Battle Ram Mirror Ice Wizard

Defense Synergies 3 10

Bats
Knight Firecracker Ice Wizard Lumberjack
Knight
Bats Firecracker Ice Wizard Lumberjack
Firecracker
Knight Bats Mirror Ice Wizard Lumberjack
Battle Ram
Mirror
Firecracker Ice Wizard Lumberjack
Balloon
Ice Wizard
Knight Bats Firecracker Mirror Lumberjack
Lumberjack
Bats Knight Firecracker Mirror Ice 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.

Knight Firecracker
Lumberjack Bats Knight Firecracker Ice Wizard
Lumberjack Bats Knight Ice Wizard
Lumberjack Bats Knight Firecracker Ice Wizard
Firecracker Lumberjack
Bats Firecracker Ice Wizard Lumberjack
Bats Firecracker Ice Wizard
Ice Wizard Lumberjack
Knight Firecracker Ice Wizard Lumberjack
Bats Ice Wizard Knight Firecracker Lumberjack
Bats Firecracker Ice Wizard
Lumberjack Bats Knight Ice Wizard
Bats Firecracker Lumberjack
Knight Lumberjack
Lumberjack
Bats Knight Firecracker Lumberjack
Bats Knight Firecracker Ice Wizard Lumberjack
Bats Knight Firecracker Ice Wizard Lumberjack
Lumberjack
Bats Knight Firecracker Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack
Knight Firecracker Lumberjack
Lumberjack Bats Knight
Lumberjack Bats Knight
Knight Lumberjack
Firecracker Bats Ice Wizard
Bats Knight Ice Wizard Lumberjack
Knight Lumberjack
Bats Knight Firecracker
Bats Knight Lumberjack
Knight Lumberjack
Firecracker
Bats Knight Firecracker Lumberjack
Bats Firecracker 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.)

Knight Firecracker
Firecracker Ice Wizard
Knight Firecracker
Firecracker
Firecracker Bats Ice Wizard
Firecracker
Firecracker Ice Wizard
Firecracker
Bats Lumberjack
Firecracker Knight
Firecracker
Knight Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Bats
Firecracker
Firecracker
Firecracker Ice Wizard
Firecracker Ice Wizard
Firecracker
Bats Firecracker Ice Wizard
Bats Firecracker
Firecracker
Firecracker
Bats
Firecracker Ice Wizard
Knight Firecracker Lumberjack
Firecracker
Firecracker
Bats Firecracker
Firecracker Bats
Firecracker

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