My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Inferno Dragon

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 Golem Inferno Dragon

Offensive cards

Win conditions

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

Golem

Damage spells

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

Arrows Fireball

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 Golem

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.

Golem

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 Inferno Dragon
Giant Snowball
Fire Spirit Bats Skeleton Army Inferno Dragon
Zap
Fire Spirit Bats Skeleton Army Inferno Dragon
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 Inferno Dragon
Fireball
Wizard Skeleton Army Inferno Dragon
Poison
Bats Wizard Skeleton Army
Lightning
Wizard Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Fireball Wizard

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 Arrows Skeleton Army Golem Inferno Dragon

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.

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 Arrows Skeleton Army Fireball Inferno Dragon Wizard Golem

Shortest cycle

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

9 Fire Spirit Bats Arrows Skeleton Army

Attack Synergies 3 5

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
Golem Inferno Dragon
Bats
Golem Inferno Dragon
Arrows
Fireball Golem
Fireball
Arrows Golem
Wizard
Golem
Skeleton Army
Golem
Arrows Fireball Fire Spirit Bats Wizard
Inferno Dragon
Fire Spirit Bats

Defense Synergies 0 4

Fire Spirit
Bats
Inferno Dragon
Arrows
Fireball
Fireball
Arrows
Wizard
Skeleton Army
Skeleton Army
Wizard Inferno Dragon
Golem
Inferno Dragon
Bats 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
Skeleton Army Inferno Dragon Bats
Skeleton Army Fire Spirit Bats Inferno Dragon
Skeleton Army Inferno Dragon Bats
Arrows Fireball Skeleton Army
Arrows Fireball Skeleton Army Fire Spirit Bats
Bats Inferno Dragon Fire Spirit Arrows Fireball Wizard
Arrows Fireball
Inferno Dragon Skeleton Army
Skeleton Army Fire Spirit
Bats Skeleton Army Arrows Fireball Wizard
Arrows Inferno Dragon Bats Fireball Wizard
Skeleton Army Fire Spirit Bats Fireball Wizard
Fire Spirit Fireball Wizard Skeleton Army Bats Arrows
Skeleton Army Inferno Dragon
Skeleton Army Fireball Inferno Dragon
Wizard Bats Arrows Fireball Skeleton Army
Fire Spirit Arrows Fireball Bats Wizard Skeleton Army
Arrows Wizard Fire Spirit Bats Fireball Inferno Dragon
Inferno Dragon
Wizard Skeleton Army Fire Spirit Bats Arrows Fireball

Counters to secondary win conditions

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

Skeleton Army Fireball
Fireball Arrows Wizard Inferno Dragon
Skeleton Army Bats
Skeleton Army Bats Fireball
Skeleton Army Inferno Dragon
Fire Spirit Arrows Fireball Wizard Bats
Skeleton Army Bats Fireball
Skeleton Army Inferno Dragon
Bats Fireball Skeleton Army Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Bats
Skeleton Army Arrows Fireball
Skeleton Army Fireball Wizard
Wizard Fireball Skeleton Army
Skeleton Army Bats Fireball Inferno Dragon
Bats Arrows Fireball Wizard 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 Arrows
Arrows Fireball
Arrows Fireball
Arrows Fireball
Fireball Wizard Fire Spirit Arrows
Arrows Fireball Wizard Fire Spirit Bats
Fire Spirit Arrows Wizard
Arrows Fireball Fire Spirit Wizard
Arrows Fireball Wizard
Fire Spirit Bats Fireball
Arrows Fireball Wizard
Fireball Fire Spirit Arrows Wizard
Fire Spirit Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Bats
Fire Spirit Arrows Fireball Wizard
Fire Spirit Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Fire Spirit Fireball Wizard
Inferno Dragon
Arrows Fireball Wizard
Fireball Arrows Wizard
Fireball Arrows
Fire Spirit Bats Arrows Fireball Wizard
Bats Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard
Fire Spirit Bats Fireball Skeleton Army
Fireball Fire Spirit Arrows Wizard
Arrows Fireball
Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Bats Fireball
Bats Fireball
Fireball

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