My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Inferno Tower Wizard

Defensive buildings

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

Inferno Tower

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 Mega Knight

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider 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.

Hog Rider Mega Knight

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.

Hog Rider

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 Hog Rider Skeleton Army
Giant Snowball
Bats Hog Rider Skeleton Army
Zap
Bats Inferno Tower Skeleton Army
Barbarian Barrel
Inferno Tower Wizard Skeleton Army
The Log
Hog Rider Skeleton Army
Earthquake
Hog Rider Inferno Tower Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Hog Rider Wizard Skeleton Army
Fireball
Hog Rider Inferno Tower Wizard Skeleton Army
Poison
Bats Inferno Tower Wizard Skeleton Army
Lightning
Inferno Tower Wizard
Rocket
Hog Rider Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard 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.

Bats Inferno Tower Skeleton Army 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 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.

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.

Bats The Log Skeleton Army Fireball Hog Rider Inferno Tower Wizard Mega Knight

Shortest cycle

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

11 Bats The Log Skeleton Army Fireball

Attack Synergies 4 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.

Bats
Hog Rider Mega Knight
Fireball
Hog Rider The Log Mega Knight
Hog Rider
Bats Fireball The Log Wizard Mega Knight
Inferno Tower
Wizard
Hog Rider Mega Knight
Skeleton Army
The Log
Hog Rider Fireball Mega Knight
Mega Knight
Bats Fireball Hog Rider Wizard The Log

Defense Synergies 3 11

Bats
Inferno Tower The Log Mega Knight
Fireball
The Log Inferno Tower Mega Knight
Hog Rider
Inferno Tower
Skeleton Army The Log Bats Fireball Mega Knight
Wizard
Skeleton Army The Log Mega Knight
Skeleton Army
Inferno Tower Wizard The Log
The Log
Fireball Inferno Tower Bats Wizard Skeleton Army Mega Knight
Mega Knight
Bats Fireball Inferno Tower Wizard 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.

Fireball Inferno Tower Wizard The Log
Inferno Tower Skeleton Army Bats The Log Mega Knight
Inferno Tower Skeleton Army Mega Knight Bats
Inferno Tower Skeleton Army Bats Mega Knight
Fireball Skeleton Army The Log Mega Knight
Fireball Skeleton Army The Log Bats Mega Knight
Bats Inferno Tower Fireball Wizard
Fireball Inferno Tower The Log Mega Knight
Inferno Tower Skeleton Army
Skeleton Army Inferno Tower Mega Knight
Bats Skeleton Army Fireball Wizard The Log Mega Knight
Inferno Tower Bats Fireball Wizard
Inferno Tower Skeleton Army Mega Knight Bats Fireball Wizard The Log
Fireball Wizard Skeleton Army Mega Knight Bats The Log
Inferno Tower Skeleton Army Mega Knight
Inferno Tower Skeleton Army Fireball The Log Mega Knight
Wizard Mega Knight Bats Fireball Inferno Tower Skeleton Army
Fireball Mega Knight Bats Wizard Skeleton Army The Log
Wizard The Log Bats Fireball Mega Knight
Inferno Tower
Wizard Skeleton Army Mega Knight Bats Fireball The Log

Counters to secondary win conditions

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

Skeleton Army Mega Knight Fireball Inferno Tower
Fireball Wizard The Log Mega Knight
Skeleton Army Mega Knight Bats Inferno Tower The Log
Skeleton Army Mega Knight Bats Fireball Inferno Tower The Log
Inferno Tower Skeleton Army Mega Knight
Fireball Wizard Bats
Skeleton Army Bats Fireball Inferno Tower
Inferno Tower Mega Knight Skeleton Army
Mega Knight Bats Fireball Inferno Tower Skeleton Army The Log
Inferno Tower Skeleton Army
Mega Knight Bats Inferno Tower
Skeleton Army Mega Knight Fireball The Log
Skeleton Army Mega Knight Fireball Inferno Tower Wizard
Wizard Fireball Skeleton Army Mega Knight
Inferno Tower Skeleton Army Bats Fireball The Log
Bats Mega Knight Fireball Inferno Tower 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 The Log Mega Knight
Fireball Wizard Bats
Wizard The Log
Fireball The Log Wizard
Fireball The Log Wizard
Bats Fireball
Fireball Wizard The Log
Fireball Wizard
Fireball The Log
Fireball
Fireball The Log
Fireball Wizard The Log
Fireball Wizard The Log Mega Knight
Fireball
Bats
Fireball Wizard The Log Mega Knight
Fireball Wizard The Log Mega Knight
Fireball The Log Mega Knight
Fireball Wizard
The Log
Fireball The Log
The Log Fireball Wizard Mega Knight
Fireball The Log Wizard
Fireball Wizard The Log Mega Knight
Fireball The Log
Bats Fireball Wizard
Bats Fireball Wizard
Fireball
Fireball Wizard The Log Mega Knight
Fireball
Mega Knight
Fireball Wizard The Log
Bats Fireball Skeleton Army
Fireball Wizard
The Log Fireball
Fireball Wizard Mega Knight
The Log Fireball Wizard
Fireball
Mega Knight
Bats Fireball The Log
Bats Fireball
Fireball The Log Mega Knight

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