My Best Clash Royale Deck

Deck Check Rating

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

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 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!

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

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.

Bomber Bats Wizard Golem

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.

Zap The Log

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 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
Bomber Bats Skeleton Army
Giant Snowball
Fire Spirit Bomber Bats Skeleton Army
Zap
Fire Spirit Bomber Bats Skeleton Army
Barbarian Barrel
Fire Spirit Bomber Wizard Skeleton Army
The Log
Fire Spirit Bomber Skeleton Army
Earthquake
Bomber Skeleton Army
Arrows
Fire Spirit Bomber Bats Skeleton Army
Royal Delivery
Fire Spirit Bomber Bats Wizard Skeleton Army
Fireball
Bomber Wizard Skeleton Army
Poison
Bomber Bats Wizard Skeleton Army
Lightning
Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Zap Wizard 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.

Fire Spirit Bats Skeleton Army 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.

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 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 Bomber Bats Zap The Log Skeleton Army Wizard Golem

Shortest cycle

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

7 Fire Spirit Bomber Bats Zap

Attack Synergies 1 10

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
Zap Golem
Bomber
Golem Bats Zap
Bats
Bomber Zap Golem
Zap
Fire Spirit Bomber Bats Golem The Log
Wizard
Golem
Skeleton Army
Golem
Bomber Fire Spirit Bats Zap Wizard The Log
The Log
Zap Golem

Defense Synergies 0 12

Fire Spirit
Zap The Log
Bomber
Bats Zap The Log
Bats
Bomber Zap The Log
Zap
Fire Spirit Bomber Bats Skeleton Army The Log
Wizard
Skeleton Army The Log
Skeleton Army
Zap Wizard The Log
Golem
The Log
Fire Spirit Bomber Bats Zap Wizard 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.

Bomber Zap Wizard The Log
Skeleton Army Bomber Bats Zap The Log
Skeleton Army Fire Spirit Bomber Bats
Skeleton Army Bomber Bats
Bomber Skeleton Army The Log
Skeleton Army The Log Fire Spirit Bomber Bats Zap
Bats Fire Spirit Zap Wizard
Zap The Log
Skeleton Army
Skeleton Army Fire Spirit Bomber
Bats Skeleton Army Bomber Zap Wizard The Log
Bats Zap Wizard
Skeleton Army Fire Spirit Bomber Bats Zap Wizard The Log
Fire Spirit Bomber Wizard Skeleton Army Bats Zap The Log
Skeleton Army
Skeleton Army Zap The Log
Wizard Bomber Bats Skeleton Army
Fire Spirit Bomber Bats Zap Wizard Skeleton Army The Log
Zap Wizard The Log Fire Spirit Bomber Bats
Bomber Wizard Skeleton Army Fire Spirit Bats The Log

Counters to secondary win conditions

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

Skeleton Army Zap
Bomber Zap Wizard The Log
Skeleton Army Bats Zap The Log
Skeleton Army Bats Zap The Log
Skeleton Army
Fire Spirit Wizard Bats Zap
Skeleton Army Bats
Skeleton Army
Zap Bats Skeleton Army The Log
Skeleton Army
Bats
Skeleton Army Zap The Log
Skeleton Army Wizard
Wizard Bomber Skeleton Army
Skeleton Army Bomber Bats Zap The Log
Bats Bomber Zap 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.)

The Log
Zap The Log
The Log
The Log
Bomber Wizard Fire Spirit Zap The Log
Wizard Fire Spirit Bats Zap
Fire Spirit Bomber Wizard The Log
The Log Fire Spirit Zap Wizard
The Log Zap Wizard
Fire Spirit Bats
Zap Wizard The Log
Fire Spirit Zap Wizard
Fire Spirit The Log
Zap The Log
Bomber Zap Wizard The Log
Wizard The Log
Bomber Bats
Fire Spirit Bomber Zap Wizard The Log
Fire Spirit Bomber Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Fire Spirit Bomber Wizard
The Log Zap Wizard
Zap Wizard The Log
Zap The Log
Fire Spirit Bats Zap Wizard
Zap Bats Wizard
Bomber Zap Wizard The Log
Zap
Wizard The Log
Zap Fire Spirit Bats Skeleton Army
Fire Spirit Zap Wizard
The Log
Wizard
The Log Bomber Zap Wizard
Zap
Zap Bats The Log
Bats Zap
Zap The Log

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