My Best Clash Royale Deck

Deck Check Rating

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

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 Little Prince

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.

Ice Spirit Bats Knight Firecracker Battle Ram Little Prince

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

The Log

Punishments

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

Battle Ram

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.

Electro Spirit Ice Spirit Knight Battle Ram

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.

Electro Spirit Firecracker

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
Giant Snowball
Bats Battle Ram Little Prince
Zap
Bats Firecracker Battle Ram Little Prince
Barbarian Barrel
Electro Spirit Ice Spirit Knight Firecracker Battle Ram Little Prince
The Log
Electro Spirit Ice Spirit Firecracker Battle Ram Little Prince
Earthquake
Firecracker
Arrows
Electro Spirit Ice Spirit Bats Firecracker Little Prince
Royal Delivery
Electro Spirit Ice Spirit Bats Knight Firecracker Battle Ram Little Prince
Fireball
Firecracker Battle Ram Little Prince
Poison
Bats Firecracker Little Prince
Lightning
Knight Battle Ram Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Firecracker 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.

Electro Spirit Ice Spirit Bats Knight Battle Ram

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 Spirit

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.

Electro Spirit Ice Spirit Bats The Log Knight Firecracker Little Prince Battle Ram

Shortest cycle

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

6 Electro Spirit Ice Spirit Bats The Log

Attack Synergies 6 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.

Electro Spirit
Battle Ram
Ice Spirit
Knight Battle Ram Bats Firecracker
Bats
Knight Ice Spirit Firecracker Battle Ram
Knight
Ice Spirit Bats Firecracker Battle Ram The Log Little Prince
Firecracker
Knight Ice Spirit Bats Battle Ram
Battle Ram
Ice Spirit Knight The Log Electro Spirit Bats Firecracker
The Log
Battle Ram Knight Little Prince
Little Prince
Knight The Log

Defense Synergies 4 11

Electro Spirit
The Log Little Prince
Ice Spirit
Bats Knight Firecracker The Log Little Prince
Bats
Knight Ice Spirit Firecracker The Log
Knight
Bats Firecracker Little Prince Ice Spirit The Log
Firecracker
Knight The Log Ice Spirit Bats
Battle Ram
The Log
Firecracker Electro Spirit Ice Spirit Bats Knight Little Prince
Little Prince
Knight Electro Spirit Ice Spirit 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.

Knight Firecracker The Log
Ice Spirit Bats Knight Firecracker The Log
Bats Knight
Bats Knight Firecracker
Firecracker The Log
The Log Electro Spirit Bats Firecracker
Bats Electro Spirit Ice Spirit Firecracker Little Prince
Electro Spirit The Log
Knight Ice Spirit Firecracker Little Prince
Bats Electro Spirit Knight Firecracker The Log
Bats Firecracker
Ice Spirit Bats Knight The Log
Electro Spirit Ice Spirit Bats Firecracker The Log
Knight
Ice Spirit The Log
Bats Knight Firecracker
Ice Spirit Electro Spirit Bats Knight Firecracker The Log Little Prince
The Log Electro Spirit Ice Spirit Bats Knight Firecracker Little Prince
Electro Spirit Bats Knight Firecracker The Log Little Prince

Counters to secondary win conditions

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

Knight
Knight Firecracker The Log
Ice Spirit Bats Knight The Log
Bats Knight The Log
Knight
Firecracker Electro Spirit Ice Spirit Bats
Bats Knight
Knight
Electro Spirit Ice Spirit Bats Knight Firecracker The Log
Bats Knight
The Log
Knight
Firecracker
Electro Spirit Ice Spirit Bats Knight Firecracker The Log Little Prince
Bats Electro Spirit Firecracker 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.)

Knight Firecracker The Log
Firecracker The Log
The Log
Knight Firecracker The Log
Firecracker The Log
Firecracker Electro Spirit Ice Spirit Bats
Firecracker The Log
The Log Ice Spirit Firecracker
The Log Firecracker
Bats
Firecracker Knight The Log
Firecracker
Knight Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Bats
Firecracker The Log
Firecracker The Log Little Prince
The Log
The Log
The Log
Firecracker The Log Electro Spirit Ice Spirit Little Prince
Firecracker The Log
The Log
Firecracker The Log
Bats Firecracker Little Prince
Electro Spirit Ice Spirit Bats Firecracker
The Log
Electro Spirit Ice Spirit Firecracker
Firecracker The Log
Electro Spirit Ice Spirit Bats
Firecracker
The Log
Knight Firecracker
The Log Firecracker
Firecracker
Electro Spirit Ice Spirit Bats Firecracker The Log
Firecracker Bats
Firecracker The Log Little Prince

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: