My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker Ice Golem

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.

Skeletons Bats Firecracker Ice Golem

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.

Arrows Fireball

Punishments

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

Hog Rider

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.

Barbarians Ice Golem Hog Rider

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.

Firecracker 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
Skeletons Bats Hog Rider
Giant Snowball
Skeletons Bats Barbarians Hog Rider
Zap
Skeletons Bats Firecracker
Barbarian Barrel
Skeletons Firecracker Barbarians
The Log
Skeletons Firecracker Barbarians Hog Rider
Earthquake
Skeletons Firecracker Barbarians Hog Rider
Arrows
Skeletons Bats Firecracker
Royal Delivery
Skeletons Bats Firecracker Barbarians Hog Rider
Fireball
Firecracker Barbarians Hog Rider
Poison
Bats Firecracker Barbarians
Lightning
Ice Golem
Rocket
Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Ice Golem Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Ice Golem Fireball

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 Arrows Ice Golem

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.

Barbarians Ice Golem Fireball

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Bats Ice Golem Arrows Firecracker Fireball Hog Rider Barbarians

Shortest cycle

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

8 Skeletons Bats Ice Golem Arrows

Attack Synergies 7 3

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.

Skeletons
Bats
Ice Golem Hog Rider Firecracker
Arrows
Fireball Hog Rider
Firecracker
Hog Rider Bats Ice Golem
Barbarians
Hog Rider
Ice Golem
Bats Hog Rider Firecracker
Fireball
Arrows Hog Rider
Hog Rider
Bats Arrows Firecracker Ice Golem Fireball Barbarians

Defense Synergies 1 9

Skeletons
Bats Firecracker Ice Golem
Bats
Skeletons Firecracker Ice Golem
Arrows
Barbarians Ice Golem Fireball
Firecracker
Ice Golem Skeletons Bats
Barbarians
Arrows
Ice Golem
Firecracker Skeletons Bats Arrows Fireball
Fireball
Arrows Ice Golem
Hog Rider

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.

Firecracker Ice Golem Fireball
Barbarians Skeletons Bats Firecracker
Barbarians Skeletons Bats
Barbarians Skeletons Bats Firecracker
Arrows Firecracker Barbarians Fireball
Arrows Fireball Skeletons Bats Firecracker
Bats Arrows Firecracker Fireball
Arrows Barbarians Ice Golem Fireball
Barbarians Skeletons
Skeletons Firecracker Barbarians Ice Golem
Bats Barbarians Skeletons Arrows Firecracker Ice Golem Fireball
Arrows Bats Firecracker Fireball
Barbarians Skeletons Bats Fireball
Fireball Bats Arrows Firecracker Barbarians
Barbarians
Barbarians Fireball
Barbarians Skeletons Bats Arrows Firecracker Fireball
Arrows Fireball Bats Firecracker Barbarians
Arrows Bats Firecracker Barbarians Ice Golem Fireball
Barbarians
Bats Arrows Firecracker Barbarians Fireball

Counters to secondary win conditions

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

Barbarians Skeletons Ice Golem Fireball
Fireball Arrows Firecracker Ice Golem
Barbarians Skeletons Bats Ice Golem
Bats Barbarians Ice Golem Fireball
Barbarians Skeletons
Arrows Firecracker Fireball Skeletons Bats Ice Golem
Skeletons Bats Barbarians Ice Golem Fireball
Barbarians
Skeletons Bats Firecracker Barbarians Ice Golem Fireball
Skeletons Barbarians
Bats Barbarians
Arrows Barbarians Fireball
Barbarians Skeletons Ice Golem Fireball
Firecracker Barbarians Fireball
Barbarians Skeletons Bats Firecracker Ice Golem Fireball
Bats Arrows Firecracker Barbarians Ice Golem Fireball
Arrows Fireball

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 Firecracker Ice Golem
Arrows Firecracker Fireball
Arrows Fireball
Arrows Firecracker Barbarians Ice Golem Fireball
Fireball Arrows Firecracker
Arrows Firecracker Fireball Bats Ice Golem
Arrows Firecracker
Arrows Fireball Firecracker Ice Golem
Arrows Fireball Firecracker
Bats Fireball
Firecracker Arrows Fireball
Fireball Arrows Firecracker
Firecracker Ice Golem Fireball
Arrows Firecracker Fireball
Arrows Firecracker Ice Golem Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Arrows Fireball
Bats
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Fireball
Arrows Fireball
Arrows Barbarians Fireball
Arrows Firecracker Ice Golem Fireball
Arrows Firecracker Fireball
Fireball Arrows
Fireball Arrows Firecracker
Bats Arrows Firecracker Ice Golem Fireball
Bats Firecracker Fireball
Fireball
Arrows Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Bats Barbarians Fireball
Fireball Arrows Firecracker
Arrows Fireball
Fireball Firecracker
Arrows Firecracker Ice Golem Fireball
Arrows Fireball
Firecracker
Bats Firecracker Fireball
Firecracker Bats Fireball
Firecracker Fireball

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