My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 Executioner Ice Wizard

Defensive buildings

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

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Executioner Ice Wizard

Offensive cards

Win conditions

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

Mortar Hog Rider

Damage spells

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

Fireball The Log

Punishments

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

Mortar Hog Rider

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.

Mortar Hog 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.

Hog 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 Hog Rider Guards
Giant Snowball
Bats Hog Rider Guards
Zap
Bats Mortar Guards
Barbarian Barrel
Mortar Guards Executioner Ice Wizard
The Log
Hog Rider Guards
Earthquake
Mortar Hog Rider Guards
Arrows
Bats Guards
Royal Delivery
Bats Hog Rider Guards Executioner Ice Wizard
Fireball
Mortar Hog Rider Executioner Ice Wizard
Poison
Bats Mortar Guards Executioner Ice Wizard
Lightning
Mortar Executioner Ice Wizard
Rocket
Mortar Hog Rider Executioner

Against air swarms

Spells and units that can counter air swarms.

Fireball Executioner Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Fireball Executioner The Log 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 Guards Executioner Ice Wizard

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.

Fireball 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.

Bats The Log Guards Ice Wizard Mortar Fireball Hog Rider Executioner

Shortest cycle

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

10 Bats The Log Guards Ice Wizard

Attack Synergies 3 9

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
Hog Rider Mortar
Mortar
Bats Fireball Hog Rider The Log
Fireball
Hog Rider Mortar The Log
Hog Rider
Bats Fireball The Log Mortar Guards Executioner
Guards
Hog Rider The Log
Executioner
Hog Rider The Log
The Log
Hog Rider Mortar Fireball Guards Executioner
Ice Wizard

Defense Synergies 1 13

Bats
Mortar The Log Ice Wizard
Mortar
Bats Fireball Guards The Log Ice Wizard
Fireball
The Log Mortar Ice Wizard
Hog Rider
Guards
Mortar Executioner The Log Ice Wizard
Executioner
Guards The Log
The Log
Fireball Bats Mortar Guards Executioner Ice Wizard
Ice Wizard
Bats Mortar Fireball Guards The Log

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.

Mortar Fireball Executioner The Log
Bats Mortar Executioner The Log Ice Wizard
Mortar Bats Executioner Ice Wizard
Bats Mortar Guards Ice Wizard
Fireball The Log
Fireball The Log Bats Guards Executioner Ice Wizard
Bats Mortar Fireball Executioner Ice Wizard
Fireball The Log
Mortar Ice Wizard
Guards Ice Wizard
Bats Guards Executioner Ice Wizard Fireball The Log
Executioner Bats Fireball Ice Wizard
Mortar Bats Fireball Guards The Log Ice Wizard
Fireball Executioner Bats Mortar Guards The Log
Mortar
Mortar Fireball The Log
Bats Mortar Fireball Executioner
Mortar Fireball Bats Guards Executioner The Log Ice Wizard
Mortar Executioner The Log Bats Fireball Guards Ice Wizard
Mortar
Bats Fireball Guards Executioner The Log

Counters to secondary win conditions

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

Guards Fireball
Fireball Mortar Executioner The Log
Guards Bats The Log
Guards Bats Fireball The Log
Guards Executioner
Fireball Executioner Bats Ice Wizard
Guards Bats Fireball Ice Wizard
Bats Mortar Fireball The Log
Guards
Bats Guards
Fireball Guards The Log
Fireball Guards Executioner
Fireball Executioner
Guards Bats Mortar Fireball Executioner The Log
Bats Executioner Fireball The Log 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.)

Fireball Mortar Guards The Log
Mortar Fireball Executioner The Log Ice Wizard
Fireball The Log
Fireball Guards The Log
Fireball Executioner Mortar The Log
Fireball Executioner Bats Ice Wizard
Mortar Executioner The Log
Fireball The Log Executioner Ice Wizard
Fireball The Log Mortar
Bats Fireball Guards
Mortar Fireball The Log
Fireball Executioner
Mortar Fireball Executioner The Log
Mortar Fireball
Mortar Fireball The Log
Mortar Fireball Executioner The Log
Mortar Fireball Executioner The Log
Mortar Fireball
Bats
Mortar Fireball Executioner The Log
Mortar Fireball The Log
Fireball The Log
Fireball
The Log
Mortar Fireball The Log
The Log Mortar Fireball Executioner Ice Wizard
Mortar Fireball The Log Executioner Ice Wizard
Fireball Mortar The Log
Fireball Mortar The Log
Bats Fireball Executioner Ice Wizard
Bats Fireball Guards
Fireball
Mortar Fireball The Log
Fireball
Fireball The Log
Bats Fireball Guards
Fireball Executioner Ice Wizard
The Log Fireball
Fireball Executioner
The Log Mortar Fireball Executioner
Fireball
Executioner
Bats Fireball Guards The Log
Bats Fireball Executioner
Mortar Fireball Executioner The Log

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