My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
RIP

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Inferno Tower

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.

Firecracker Mega Knight Boss Bandit

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Zap The Log

Punishments

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

Wall Breakers 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.

Wall Breakers Mega Knight Boss Bandit

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 Boss Bandit

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
Wall Breakers Skeleton Army
Giant Snowball
Wall Breakers Skeleton Army
Zap
Firecracker Inferno Tower Wall Breakers Skeleton Army
Barbarian Barrel
Firecracker Inferno Tower Wall Breakers Skeleton Army
The Log
Firecracker Wall Breakers Skeleton Army
Earthquake
Firecracker Inferno Tower Skeleton Army
Arrows
Firecracker Wall Breakers Skeleton Army
Royal Delivery
Firecracker Wall Breakers Skeleton Army Boss Bandit
Fireball
Firecracker Inferno Tower Wall Breakers Skeleton Army Boss Bandit
Poison
Firecracker Inferno Tower Skeleton Army Boss Bandit
Lightning
Inferno Tower Boss Bandit
Rocket
Inferno Tower Boss Bandit

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker 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.

Inferno Tower Skeleton Army Mega Knight Boss Bandit

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Wall Breakers The Log Firecracker Skeleton Army Inferno Tower Boss Bandit Mega Knight

Shortest cycle

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

9 Zap Wall Breakers The Log Firecracker

Attack Synergies 1 8

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.

Zap
Firecracker Wall Breakers The Log Mega Knight
Firecracker
Zap Wall Breakers Mega Knight
Inferno Tower
Wall Breakers
Zap Firecracker The Log Mega Knight
Skeleton Army
The Log
Zap Wall Breakers Mega Knight
Mega Knight
Zap Firecracker Wall Breakers The Log
Boss Bandit

Defense Synergies 4 10

Zap
Mega Knight Firecracker Inferno Tower Skeleton Army The Log
Firecracker
The Log Zap Inferno Tower Skeleton Army Mega Knight
Inferno Tower
Skeleton Army The Log Zap Firecracker Mega Knight
Wall Breakers
Skeleton Army
Inferno Tower Zap Firecracker The Log
The Log
Firecracker Inferno Tower Zap Skeleton Army Mega Knight
Mega Knight
Zap Firecracker Inferno Tower The Log
Boss Bandit

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.

Zap Firecracker Inferno Tower The Log
Inferno Tower Skeleton Army Zap Firecracker The Log Mega Knight
Inferno Tower Skeleton Army Mega Knight
Inferno Tower Skeleton Army Firecracker Mega Knight
Firecracker Skeleton Army The Log Mega Knight
Skeleton Army The Log Zap Firecracker Mega Knight
Inferno Tower Zap Firecracker
Zap Inferno Tower The Log Mega Knight
Inferno Tower Skeleton Army
Skeleton Army Firecracker Inferno Tower Mega Knight
Skeleton Army Zap Firecracker The Log Mega Knight
Inferno Tower Zap Firecracker
Inferno Tower Skeleton Army Mega Knight Zap The Log
Skeleton Army Mega Knight Zap Firecracker The Log
Inferno Tower Skeleton Army Mega Knight
Inferno Tower Skeleton Army Zap The Log Mega Knight
Mega Knight Firecracker Inferno Tower Skeleton Army
Mega Knight Zap Firecracker Skeleton Army The Log
Zap The Log Firecracker Mega Knight
Inferno Tower
Skeleton Army Mega Knight Firecracker The Log

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Inferno Tower
Zap Firecracker The Log Mega Knight
Skeleton Army Mega Knight Zap Inferno Tower The Log
Skeleton Army Mega Knight Zap Inferno Tower The Log
Inferno Tower Skeleton Army Mega Knight
Firecracker Zap
Skeleton Army Inferno Tower
Inferno Tower Mega Knight Skeleton Army
Zap Mega Knight Firecracker Inferno Tower Skeleton Army The Log
Inferno Tower Skeleton Army
Mega Knight Inferno Tower
Skeleton Army Mega Knight Zap The Log
Skeleton Army Mega Knight Inferno Tower
Firecracker Skeleton Army Mega Knight
Inferno Tower Skeleton Army Zap Firecracker The Log
Mega Knight Zap Firecracker Inferno Tower The Log
Zap Inferno Tower
Mega Knight
Inferno Tower Skeleton Army

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 The Log
Firecracker Zap The Log
The Log
Firecracker The Log
Zap Firecracker The Log Mega Knight
Firecracker Zap
Firecracker The Log
The Log Zap Firecracker
The Log Zap Firecracker
Firecracker Zap The Log
Zap Firecracker
Firecracker The Log
Firecracker
Zap Firecracker The Log
Zap Firecracker The Log
Firecracker The Log Mega Knight
Zap Firecracker The Log Mega Knight
Zap Firecracker The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap Firecracker The Log Mega Knight
Firecracker The Log Zap
Zap The Log Mega Knight
Zap Firecracker The Log
Zap Firecracker
Zap Firecracker
Zap The Log Mega Knight
Zap Firecracker
Mega Knight
Firecracker The Log
Zap Skeleton Army
Zap Firecracker
The Log
Firecracker Mega Knight
The Log Zap Firecracker
Zap
Firecracker Mega Knight
Zap Firecracker The Log
Firecracker Zap
Zap Firecracker The Log Mega Knight
Firecracker Mega Knight

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