My Best Clash Royale Deck

Deck Check Rating

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

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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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.

Fire Spirit Bats 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 Wizard Balloon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Fireball Rage The Log

Punishments

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

Balloon

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 Balloon

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.

Balloon

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 Skeleton Army Balloon
Giant Snowball
Fire Spirit Bats Skeleton Army Balloon
Zap
Fire Spirit Bats Skeleton Army Balloon
Barbarian Barrel
Fire Spirit Wizard Skeleton Army
The Log
Fire Spirit Skeleton Army
Earthquake
Skeleton Army
Arrows
Fire Spirit Bats Skeleton Army
Royal Delivery
Fire Spirit Bats Wizard Skeleton Army Balloon
Fireball
Wizard Skeleton Army Balloon
Poison
Bats Wizard Skeleton Army Balloon
Lightning
Wizard Balloon
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball Wizard 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 Rage Skeleton Army

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 Skeleton Army

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 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.

Fire Spirit Bats Rage The Log Skeleton Army Fireball Wizard Balloon

Shortest cycle

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

7 Fire Spirit Bats Rage The Log

Attack Synergies 2 6

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
Balloon
Bats
Balloon Rage
Fireball
The Log
Wizard
Rage Balloon
Rage
Balloon Bats Wizard
Skeleton Army
Balloon
Bats Rage Fire Spirit Wizard The Log
The Log
Fireball Balloon

Defense Synergies 1 5

Fire Spirit
The Log
Bats
The Log
Fireball
The Log
Wizard
Skeleton Army The Log
Rage
Skeleton Army
Wizard The Log
Balloon
The Log
Fireball Fire Spirit Bats Wizard Skeleton Army

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 Wizard The Log
Skeleton Army Bats The Log
Skeleton Army Fire Spirit Bats
Skeleton Army Bats
Fireball Skeleton Army The Log
Fireball Skeleton Army The Log Fire Spirit Bats
Bats Fire Spirit Fireball Wizard
Fireball The Log
Skeleton Army
Skeleton Army Fire Spirit
Bats Skeleton Army Fireball Wizard The Log
Bats Fireball Wizard
Skeleton Army Fire Spirit Bats Fireball Wizard The Log
Fire Spirit Fireball Wizard Skeleton Army Bats The Log
Skeleton Army
Skeleton Army Fireball The Log
Wizard Bats Fireball Skeleton Army
Fire Spirit Fireball Bats Wizard Skeleton Army The Log
Wizard The Log Fire Spirit Bats Fireball
Wizard Skeleton Army Fire Spirit Bats Fireball The Log

Counters to secondary win conditions

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

Skeleton Army Fireball
Fireball Wizard The Log
Skeleton Army Bats The Log
Skeleton Army Bats Fireball The Log
Skeleton Army
Fire Spirit Fireball Wizard Bats
Skeleton Army Bats Fireball
Skeleton Army
Bats Fireball Skeleton Army The Log
Skeleton Army
Bats
Skeleton Army Fireball The Log
Skeleton Army Fireball Wizard
Wizard Fireball Skeleton Army
Skeleton Army Bats Fireball The Log
Bats Fireball 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 The Log
Fireball The Log
Fireball The Log
Fireball The Log
Fireball Wizard Fire Spirit The Log
Fireball Wizard Fire Spirit Bats
Fire Spirit Wizard The Log
Fireball The Log Fire Spirit Wizard
Fireball The Log Wizard
Fire Spirit Bats Fireball
Fireball Wizard The Log
Fireball Fire Spirit Wizard
Fire Spirit Fireball The Log
Fireball
Fireball The Log
Fireball Wizard The Log
Fireball Wizard The Log
Fireball
Bats
Fire Spirit Fireball Wizard The Log
Fire Spirit Fireball Wizard The Log
Fireball The Log
Fireball Wizard
The Log
Fireball The Log
The Log Fire Spirit Fireball Wizard
Fireball The Log Wizard
Fireball Wizard The Log
Fireball The Log
Fire Spirit Bats Fireball Wizard
Bats Fireball Wizard
Fireball
Fireball Wizard The Log
Fireball
Fireball Wizard The Log
Fire Spirit Bats Fireball Skeleton Army
Fireball Fire Spirit Wizard
The Log Fireball
Fireball Wizard
The Log Fireball Wizard
Fireball
Bats Fireball The Log
Bats Fireball
Fireball The Log

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