My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 Furnace Inferno Dragon

Defensive buildings

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

Furnace

Investments

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

Bats Furnace Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Missing

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.

Mega Knight

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 Mega Knight

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 Inferno Dragon
Giant Snowball
Fire Spirit Bats Furnace Inferno Dragon
Zap
Fire Spirit Bats Furnace Inferno Dragon
Barbarian Barrel
Fire Spirit Furnace
The Log
Fire Spirit Furnace
Earthquake
Furnace
Arrows
Fire Spirit Bats Furnace
Royal Delivery
Fire Spirit Bats Inferno Dragon
Fireball
Furnace Inferno Dragon
Poison
Bats Furnace
Lightning
Furnace Inferno Dragon
Rocket
Furnace Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball Furnace The Log Mega Knight

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 Inferno Dragon Mega Knight

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.

Fire Spirit Fireball Furnace

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 Fire Spirit Bats The Log Fireball Furnace Inferno Dragon Mega Knight

Shortest cycle

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

5 Mirror Fire Spirit Bats The Log

Attack Synergies 4 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
Furnace Inferno Dragon
Bats
Mega Knight Inferno Dragon
Fireball
Mirror The Log Mega Knight
Furnace
Fire Spirit Mirror
Mirror
Fireball The Log Furnace
The Log
Mirror Fireball Mega Knight
Inferno Dragon
Mega Knight Fire Spirit Bats
Mega Knight
Bats Inferno Dragon Fireball The Log

Defense Synergies 3 11

Fire Spirit
The Log
Bats
The Log Inferno Dragon Mega Knight
Fireball
Mirror The Log Mega Knight
Furnace
Mirror
Mirror
Fireball Furnace The Log Inferno Dragon Mega Knight
The Log
Fireball Fire Spirit Bats Mirror Inferno Dragon Mega Knight
Inferno Dragon
Bats Mirror The Log Mega Knight
Mega Knight
Bats Fireball Mirror The Log Inferno Dragon

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 The Log
Inferno Dragon Bats Furnace The Log Mega Knight
Furnace Mega Knight Fire Spirit Bats Inferno Dragon
Inferno Dragon Bats Furnace Mega Knight
Fireball The Log Mega Knight
Fireball The Log Fire Spirit Bats Furnace Mega Knight
Bats Furnace Inferno Dragon Fire Spirit Fireball
Fireball The Log Mega Knight
Inferno Dragon Furnace
Fire Spirit Mega Knight
Bats Fireball Furnace The Log Mega Knight
Inferno Dragon Bats Fireball Furnace
Furnace Mega Knight Fire Spirit Bats Fireball The Log
Fire Spirit Fireball Mega Knight Bats Furnace The Log
Inferno Dragon Furnace Mega Knight
Fireball Furnace The Log Inferno Dragon Mega Knight
Mega Knight Bats Fireball Furnace
Fire Spirit Fireball Mega Knight Bats Furnace The Log
Furnace The Log Fire Spirit Bats Fireball Inferno Dragon Mega Knight
Inferno Dragon
Mega Knight Fire Spirit Bats Fireball Furnace The Log

Counters to secondary win conditions

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

Mega Knight Fireball Furnace
Fireball The Log Inferno Dragon Mega Knight
Mega Knight Bats Furnace The Log
Mega Knight Bats Fireball The Log
Inferno Dragon Mega Knight
Fire Spirit Fireball Furnace Bats
Bats Fireball Furnace
Mega Knight Inferno Dragon
Mega Knight Bats Fireball The Log Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Bats
Mega Knight Fireball The Log
Mega Knight Fireball
Fireball Furnace Mega Knight
Bats Fireball Furnace The Log Inferno Dragon
Bats Mega Knight Fireball The Log Inferno Dragon

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 Furnace The Log Mega Knight
Fireball Fire Spirit Bats Furnace
Fire Spirit Furnace The Log
Fireball The Log Fire Spirit
Fireball The Log
Fire Spirit Bats Fireball
Fireball The Log
Fireball Fire Spirit
Fire Spirit Fireball The Log
Fireball
Fireball Furnace The Log
Fireball Furnace The Log
Fireball Furnace The Log Mega Knight
Fireball
Bats
Fire Spirit Fireball The Log Mega Knight
Fire Spirit Fireball The Log Mega Knight
Fireball The Log Mega Knight
Fireball
The Log
Fireball The Log
The Log Fire Spirit Fireball Furnace Mega Knight
Inferno Dragon
Fireball The Log
Fireball The Log Mega Knight
Fireball The Log
Fire Spirit Bats Fireball Furnace
Bats Fireball
Fireball
Fireball The Log Mega Knight
Fireball
Mega Knight
Fireball The Log
Fire Spirit Bats Fireball
Fireball Fire Spirit
The Log Fireball
Fireball Mega Knight
The Log Fireball
Fireball
Mega Knight
Bats Fireball The Log
Bats Fireball
Fireball The Log Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: