My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
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!

Similar decks

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 Giant Wizard Prince

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap The Log

Punishments

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

Giant Prince

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.

Fire Spirit Giant Prince

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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 Skeleton Army Prince

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.

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 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.

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 Zap The Log Skeleton Army Giant Wizard Prince

Shortest cycle

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

7 Fire Spirit Bats Zap The Log

Attack Synergies 4 10

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
Zap Giant Prince
Bats
Giant Zap Prince
Zap
Giant Prince Fire Spirit Bats The Log
Giant
Bats Zap Prince Fire Spirit Wizard The Log
Wizard
Giant Prince
Skeleton Army
Prince
Zap Giant Fire Spirit Bats Wizard The Log
The Log
Zap Giant Prince

Defense Synergies 1 13

Fire Spirit
Zap The Log
Bats
Zap Prince The Log
Zap
Fire Spirit Bats Skeleton Army Prince The Log
Giant
Wizard
Skeleton Army Prince The Log
Skeleton Army
Zap Wizard Prince The Log
Prince
The Log Bats Zap Wizard Skeleton Army
The Log
Prince Fire Spirit Bats Zap 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.

Zap Wizard The Log
Skeleton Army Bats Zap Prince The Log
Skeleton Army Prince Fire Spirit Bats
Skeleton Army Prince Bats
Skeleton Army Prince The Log
Skeleton Army The Log Fire Spirit Bats Zap
Bats Fire Spirit Zap Wizard
Zap The Log
Skeleton Army Prince
Skeleton Army Fire Spirit Prince
Bats Skeleton Army Zap Wizard The Log
Bats Zap Wizard
Skeleton Army Prince Fire Spirit Bats Zap Wizard The Log
Fire Spirit Wizard Skeleton Army Bats Zap Prince The Log
Skeleton Army Prince
Skeleton Army Zap Prince The Log
Wizard Bats Skeleton Army Prince
Fire Spirit Bats Zap Wizard Skeleton Army Prince The Log
Zap Wizard The Log Fire Spirit Bats
Prince
Wizard Skeleton Army Fire Spirit Bats Prince The Log

Counters to secondary win conditions

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

Skeleton Army Zap Prince
Zap Wizard Prince The Log
Skeleton Army Bats Zap Prince The Log
Skeleton Army Prince Bats Zap The Log
Skeleton Army Prince
Fire Spirit Wizard Bats Zap
Skeleton Army Prince Bats
Skeleton Army Prince
Zap Bats Skeleton Army Prince The Log
Skeleton Army
Bats Prince
Skeleton Army Zap Prince The Log
Skeleton Army Prince Wizard
Wizard Skeleton Army
Skeleton Army Bats Zap Prince The Log
Bats Zap 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.)

The Log
Zap The Log
The Log
Prince The Log
Wizard Fire Spirit Zap The Log
Wizard Fire Spirit Bats Zap
Fire Spirit Wizard The Log
The Log Fire Spirit Zap Wizard
The Log Zap Wizard
Fire Spirit Bats Prince
Zap Wizard Prince The Log
Fire Spirit Zap Wizard
Fire Spirit The Log
Zap Prince The Log
Zap Wizard The Log
Wizard The Log
Bats
Fire Spirit Zap Wizard Prince The Log
Fire Spirit Zap Wizard The Log
Prince The Log
Wizard
Prince The Log
Zap The Log
Zap The Log Fire Spirit Wizard
The Log Zap Wizard
Zap Wizard Prince The Log
Zap The Log
Fire Spirit Bats Zap Wizard
Zap Bats Wizard
Zap Wizard The Log
Zap
Prince
Wizard The Log
Zap Fire Spirit Bats Skeleton Army Prince
Fire Spirit Zap Wizard
The Log
Wizard Prince
The Log Zap Wizard
Zap
Prince
Zap Bats The Log
Bats Zap
Zap Prince The Log

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