My Best Clash Royale Deck

Deck Check Rating

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

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.

Fire Spirit Bats Archers Inferno Tower

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 Archers Royal Giant

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant Mini P.E.K.K.A

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.

Fire Spirit Royal Giant Mini P.E.K.K.A

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.

Mini P.E.K.K.A

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 Archers Royal Giant
Giant Snowball
Fire Spirit Bats Archers
Zap
Fire Spirit Bats Archers Royal Giant Inferno Tower
Barbarian Barrel
Fire Spirit Archers Inferno Tower
The Log
Fire Spirit Archers Royal Giant Mini P.E.K.K.A
Earthquake
Archers Inferno Tower
Arrows
Fire Spirit Bats Archers
Royal Delivery
Fire Spirit Bats Archers Mini P.E.K.K.A
Fireball
Archers Inferno Tower
Poison
Bats Archers Inferno Tower
Lightning
Mini P.E.K.K.A Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball The Log

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 Mini P.E.K.K.A Inferno Tower

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.

Royal Giant 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.

Fire Spirit Fireball

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.

Good

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 Archers Fireball Mini P.E.K.K.A Inferno Tower Royal Giant

Shortest cycle

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

8 Fire Spirit Bats The Log Archers

Attack Synergies 3 7

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
Royal Giant Mini P.E.K.K.A
Bats
Royal Giant Mini P.E.K.K.A
Archers
Royal Giant Mini P.E.K.K.A
Royal Giant
Fire Spirit Bats Fireball Archers The Log
Fireball
Royal Giant The Log
Mini P.E.K.K.A
Fire Spirit Bats Archers The Log
Inferno Tower
The Log
Royal Giant Fireball Mini P.E.K.K.A

Defense Synergies 3 11

Fire Spirit
Mini P.E.K.K.A Inferno Tower The Log
Bats
Mini P.E.K.K.A Inferno Tower The Log
Archers
Mini P.E.K.K.A Inferno Tower The Log
Royal Giant
Fireball
The Log Mini P.E.K.K.A Inferno Tower
Mini P.E.K.K.A
The Log Fire Spirit Bats Archers Fireball
Inferno Tower
The Log Fire Spirit Bats Archers Fireball
The Log
Fireball Mini P.E.K.K.A Inferno Tower Fire Spirit Bats Archers

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.

Fireball Inferno Tower The Log
Mini P.E.K.K.A Inferno Tower Bats The Log
Mini P.E.K.K.A Inferno Tower Fire Spirit Bats Archers
Mini P.E.K.K.A Inferno Tower Bats
Fireball Mini P.E.K.K.A The Log
Fireball The Log Fire Spirit Bats Archers
Bats Inferno Tower Fire Spirit Archers Fireball
Fireball Inferno Tower The Log
Mini P.E.K.K.A Inferno Tower
Fire Spirit Archers Mini P.E.K.K.A Inferno Tower
Bats Archers Fireball The Log
Inferno Tower Bats Archers Fireball
Mini P.E.K.K.A Inferno Tower Fire Spirit Bats Fireball The Log
Fire Spirit Fireball Bats Mini P.E.K.K.A The Log
Mini P.E.K.K.A Inferno Tower
Inferno Tower Fireball Mini P.E.K.K.A The Log
Bats Fireball Mini P.E.K.K.A Inferno Tower
Fire Spirit Fireball Bats Archers The Log
The Log Fire Spirit Bats Archers Fireball
Mini P.E.K.K.A Inferno Tower
Fire Spirit Bats Archers Fireball Mini P.E.K.K.A The Log

Counters to secondary win conditions

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

Mini P.E.K.K.A Archers Fireball Inferno Tower
Fireball Archers Mini P.E.K.K.A The Log
Bats Mini P.E.K.K.A Inferno Tower The Log
Mini P.E.K.K.A Bats Fireball Inferno Tower The Log
Inferno Tower Mini P.E.K.K.A
Fire Spirit Fireball Bats Archers
Mini P.E.K.K.A Bats Archers Fireball Inferno Tower
Mini P.E.K.K.A Inferno Tower
Bats Fireball Mini P.E.K.K.A Inferno Tower The Log
Inferno Tower
Bats Mini P.E.K.K.A Inferno Tower
Fireball The Log
Mini P.E.K.K.A Fireball Inferno Tower
Archers Fireball
Inferno Tower Bats Archers Fireball Mini P.E.K.K.A The Log
Bats Archers Fireball Mini P.E.K.K.A Inferno Tower 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 The Log
Fireball The Log
Fireball The Log
Fireball The Log
Fireball Fire Spirit The Log
Fireball Fire Spirit Bats
Fire Spirit Archers The Log
Fireball The Log Fire Spirit
Fireball The Log
Fire Spirit Bats Fireball Mini P.E.K.K.A
Fireball The Log
Fireball Fire Spirit Archers
Fire Spirit Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Bats Mini P.E.K.K.A
Fire Spirit Archers Fireball Mini P.E.K.K.A The Log
Fire Spirit Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fire Spirit Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fire Spirit Bats Archers Fireball
Bats Fireball
Fireball Mini P.E.K.K.A
Fireball The Log
Fireball
Fireball The Log
Fire Spirit Bats Archers Fireball
Fireball Fire Spirit Archers
The Log Fireball
Fireball Mini P.E.K.K.A
The Log Fireball
Fireball
Bats Fireball The Log
Bats Fireball
Fireball The Log

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