My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Ice Golem Hunter

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 Ice Golem Hunter Mega Knight

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

The Log

Punishments

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

Royal Hogs Mega Knight

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 Ice Golem Royal Hogs 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.

Royal Hogs

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 Royal Hogs Skeleton Army
Giant Snowball
Fire Spirit Bats Royal Hogs Skeleton Army
Zap
Fire Spirit Bats Royal Hogs Skeleton Army
Barbarian Barrel
Fire Spirit Royal Hogs Skeleton Army Hunter
The Log
Fire Spirit Royal Hogs Skeleton Army Hunter
Earthquake
Royal Hogs Skeleton Army
Arrows
Fire Spirit Bats Royal Hogs Skeleton Army
Royal Delivery
Fire Spirit Bats Royal Hogs Skeleton Army Hunter
Fireball
Royal Hogs Skeleton Army Hunter
Poison
Bats Royal Hogs Skeleton Army Hunter
Lightning
Ice Golem Hunter
Rocket
Royal Hogs Hunter

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Golem Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Golem Hunter 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 Ice Golem 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.

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 Ice Golem

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 Ice Golem The Log Skeleton Army Hunter Royal Hogs Mega Knight

Shortest cycle

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

7 Fire Spirit Bats Ice Golem The Log

Attack Synergies 2 9

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
Ice Golem Royal Hogs
Bats
Ice Golem Mega Knight Royal Hogs
Ice Golem
Bats Fire Spirit Royal Hogs Hunter
Royal Hogs
Fire Spirit Bats Ice Golem The Log Mega Knight
Skeleton Army
Hunter
Ice Golem Mega Knight
The Log
Royal Hogs Mega Knight
Mega Knight
Bats Royal Hogs Hunter The Log

Defense Synergies 0 13

Fire Spirit
Ice Golem The Log
Bats
Ice Golem Hunter The Log Mega Knight
Ice Golem
Fire Spirit Bats Hunter The Log Mega Knight
Royal Hogs
Skeleton Army
The Log
Hunter
Bats Ice Golem The Log Mega Knight
The Log
Fire Spirit Bats Ice Golem Skeleton Army Hunter Mega Knight
Mega Knight
Bats Ice Golem Hunter 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.

Ice Golem The Log
Skeleton Army Hunter Bats The Log Mega Knight
Skeleton Army Hunter Mega Knight Fire Spirit Bats
Skeleton Army Hunter Bats Mega Knight
Skeleton Army The Log Mega Knight
Skeleton Army The Log Fire Spirit Bats Hunter Mega Knight
Bats Hunter Fire Spirit
Ice Golem The Log Mega Knight
Hunter Skeleton Army
Skeleton Army Fire Spirit Ice Golem Hunter Mega Knight
Bats Skeleton Army Ice Golem Hunter The Log Mega Knight
Hunter Bats
Skeleton Army Hunter Mega Knight Fire Spirit Bats The Log
Fire Spirit Skeleton Army Mega Knight Bats Hunter The Log
Skeleton Army Hunter Mega Knight
Skeleton Army Hunter The Log Mega Knight
Mega Knight Bats Skeleton Army Hunter
Fire Spirit Mega Knight Bats Skeleton Army Hunter The Log
Hunter The Log Fire Spirit Bats Ice Golem Mega Knight
Hunter
Skeleton Army Mega Knight Fire Spirit Bats Hunter The Log

Counters to secondary win conditions

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

Skeleton Army Mega Knight Ice Golem
Ice Golem Hunter The Log Mega Knight
Skeleton Army Mega Knight Bats Ice Golem Hunter The Log
Skeleton Army Hunter Mega Knight Bats Ice Golem The Log
Skeleton Army Hunter Mega Knight
Fire Spirit Bats Ice Golem Hunter
Skeleton Army Bats Ice Golem Hunter
Mega Knight Skeleton Army Hunter
Mega Knight Bats Ice Golem Skeleton Army The Log
Skeleton Army
Mega Knight Bats Hunter
Skeleton Army Mega Knight The Log
Skeleton Army Mega Knight Ice Golem Hunter
Skeleton Army Mega Knight
Skeleton Army Bats Ice Golem Hunter The Log
Bats Mega Knight Ice Golem Hunter 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.)

Ice Golem The Log
The Log
The Log
Ice Golem The Log
Fire Spirit The Log Mega Knight
Fire Spirit Bats Ice Golem Hunter
Fire Spirit The Log
The Log Fire Spirit Ice Golem Hunter
The Log
Fire Spirit Bats
The Log
Fire Spirit
Fire Spirit Ice Golem Hunter The Log
Ice Golem The Log
Hunter The Log
The Log Mega Knight
Bats
Fire Spirit Hunter The Log Mega Knight
Fire Spirit The Log Mega Knight
The Log Mega Knight
The Log
The Log
Ice Golem The Log Fire Spirit Hunter Mega Knight
The Log Hunter
The Log Mega Knight
The Log
Fire Spirit Bats Ice Golem Hunter
Bats
Hunter The Log Mega Knight
Mega Knight
The Log
Fire Spirit Bats Skeleton Army
Fire Spirit Hunter
The Log
Hunter Mega Knight
The Log Ice Golem
Mega Knight
Bats The Log
Bats
The Log Mega Knight

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