My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats Firecracker

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 Firecracker

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.

Rage Tornado The Log

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.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado 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.

Bats Rage Guards Skeleton Army Tornado

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage The Log Firecracker Guards Skeleton Army Tornado Hog Rider

Shortest cycle

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

9 Bats Rage The Log Firecracker

Attack Synergies 4 7

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 Firecracker Rage
Firecracker
Hog Rider Bats Tornado
Hog Rider
Bats Firecracker Rage The Log Guards Tornado
Rage
Hog Rider Bats
Guards
Hog Rider The Log
Skeleton Army
Tornado
Firecracker Hog Rider The Log
The Log
Hog Rider Guards Tornado

Defense Synergies 1 9

Bats
Firecracker The Log
Firecracker
The Log Bats Guards Skeleton Army Tornado
Hog Rider
Rage
Guards
Firecracker Skeleton Army The Log
Skeleton Army
Firecracker Guards The Log
Tornado
Firecracker The Log
The Log
Firecracker Bats Guards Skeleton Army Tornado

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 The Log
Skeleton Army Bats Firecracker The Log
Skeleton Army Tornado Bats
Skeleton Army Bats Firecracker Guards
Firecracker Skeleton Army Tornado The Log
Skeleton Army Tornado The Log Bats Firecracker Guards
Bats Tornado Firecracker
The Log
Skeleton Army Tornado
Guards Skeleton Army Tornado Firecracker
Bats Guards Skeleton Army Firecracker Tornado The Log
Bats Firecracker Tornado
Skeleton Army Bats Guards The Log
Skeleton Army Bats Firecracker Guards Tornado The Log
Skeleton Army
Skeleton Army Tornado The Log
Bats Firecracker Skeleton Army Tornado
Bats Firecracker Guards Skeleton Army Tornado The Log
Tornado The Log Bats Firecracker Guards
Tornado
Skeleton Army Bats Firecracker Guards The Log

Counters to secondary win conditions

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

Guards Skeleton Army
Firecracker The Log
Guards Skeleton Army Bats The Log
Guards Skeleton Army Bats Tornado The Log
Guards Skeleton Army
Firecracker Bats Tornado
Guards Skeleton Army Bats
Skeleton Army
Bats Firecracker Skeleton Army Tornado The Log
Guards Skeleton Army
Bats Guards
Skeleton Army Guards Tornado The Log
Skeleton Army Guards
Firecracker Skeleton Army
Guards Skeleton Army Bats Firecracker Tornado The Log
Bats Firecracker 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.)

Firecracker Guards The Log
Firecracker Tornado The Log
The Log
Firecracker Guards The Log
Firecracker The Log
Firecracker Bats Tornado
Firecracker Tornado The Log
The Log Firecracker Tornado
The Log Firecracker Tornado
Bats Guards Tornado
Firecracker Tornado The Log
Firecracker Tornado
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Tornado
Bats
Firecracker The Log
Firecracker Tornado The Log
The Log
Tornado
Tornado The Log
The Log
Firecracker Tornado The Log
Firecracker The Log Tornado
Tornado The Log
Firecracker Tornado The Log
Bats Firecracker Tornado
Bats Firecracker Guards
The Log
Firecracker
Firecracker The Log
Bats Guards Skeleton Army
Firecracker Tornado
The Log
Firecracker
The Log Firecracker
Tornado
Firecracker
Bats Firecracker Guards Tornado The Log
Firecracker Bats Tornado
Firecracker Tornado The Log

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