My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!

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 Wizard Inferno Dragon

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 Elixir Golem Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

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.

Elixir Golem 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.

Elixir Golem 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.

Firecracker

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 Elixir Golem Inferno Dragon
Giant Snowball
Bats Inferno Dragon
Zap
Bats Firecracker Inferno Dragon
Barbarian Barrel
Firecracker Elixir Golem Wizard
The Log
Firecracker Elixir Golem
Earthquake
Firecracker Elixir Golem
Arrows
Bats Firecracker
Royal Delivery
Bats Firecracker Elixir Golem Wizard Inferno Dragon
Fireball
Firecracker Elixir Golem Wizard Inferno Dragon
Poison
Bats Firecracker Elixir Golem Wizard
Lightning
Wizard Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Wizard The Log Mega Knight

Ladder info

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 Elixir Golem Inferno Dragon Mega Knight

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap The Log Firecracker Elixir Golem Inferno Dragon Wizard Mega Knight

Shortest cycle

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

9 Bats Zap The Log Firecracker

Attack Synergies 4 14

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
Mega Knight Zap Firecracker Elixir Golem Inferno Dragon
Zap
Firecracker Bats Elixir Golem The Log Mega Knight
Firecracker
Zap Elixir Golem Bats Inferno Dragon Mega Knight
Elixir Golem
Firecracker Bats Zap Wizard The Log Inferno Dragon
Wizard
Elixir Golem Mega Knight
The Log
Zap Elixir Golem Mega Knight
Inferno Dragon
Mega Knight Bats Firecracker Elixir Golem
Mega Knight
Bats Inferno Dragon Zap Firecracker Wizard The Log

Defense Synergies 2 14

Bats
Zap Firecracker The Log Inferno Dragon Mega Knight
Zap
Mega Knight Bats Firecracker The Log Inferno Dragon
Firecracker
The Log Bats Zap Mega Knight
Elixir Golem
Wizard
The Log Mega Knight
The Log
Firecracker Bats Zap Wizard Inferno Dragon Mega Knight
Inferno Dragon
Bats Zap The Log Mega Knight
Mega Knight
Zap Bats Firecracker Wizard The Log Inferno Dragon

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 Wizard The Log
Inferno Dragon Bats Zap Firecracker The Log Mega Knight
Mega Knight Bats Inferno Dragon
Inferno Dragon Bats Firecracker Mega Knight
Firecracker The Log Mega Knight
The Log Bats Zap Firecracker Mega Knight
Bats Inferno Dragon Zap Firecracker Wizard
Zap The Log Mega Knight
Inferno Dragon
Firecracker Mega Knight
Bats Zap Firecracker Wizard The Log Mega Knight
Inferno Dragon Bats Zap Firecracker Wizard
Mega Knight Bats Zap Wizard The Log
Wizard Mega Knight Bats Zap Firecracker The Log
Inferno Dragon Mega Knight
Zap The Log Inferno Dragon Mega Knight
Wizard Mega Knight Bats Firecracker
Mega Knight Bats Zap Firecracker Wizard The Log
Zap Wizard The Log Bats Firecracker Inferno Dragon Mega Knight
Inferno Dragon
Wizard Mega Knight Bats Firecracker The Log

Counters to secondary win conditions

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

Mega Knight Zap
Zap Firecracker Wizard The Log Inferno Dragon Mega Knight
Mega Knight Bats Zap The Log
Mega Knight Bats Zap The Log
Inferno Dragon Mega Knight
Firecracker Wizard Bats Zap
Bats
Mega Knight Inferno Dragon
Zap Mega Knight Bats Firecracker The Log Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Bats
Mega Knight Zap The Log
Mega Knight Wizard
Wizard Firecracker Mega Knight
Bats Zap Firecracker The Log Inferno Dragon
Bats Mega Knight Zap Firecracker Wizard The Log Inferno Dragon

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
Wizard Zap Firecracker The Log Mega Knight
Firecracker Wizard Bats Zap
Firecracker Wizard The Log
The Log Zap Firecracker Wizard
The Log Zap Firecracker Wizard
Bats
Firecracker Zap Wizard The Log
Zap Firecracker Wizard
Firecracker The Log
Firecracker
Zap Firecracker The Log
Zap Firecracker Wizard The Log
Firecracker Wizard The Log Mega Knight
Bats
Zap Firecracker Wizard The Log Mega Knight
Zap Firecracker Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
Zap The Log
Zap Firecracker The Log Wizard Mega Knight
Inferno Dragon
Firecracker The Log Zap Wizard
Zap Wizard The Log Mega Knight
Zap Firecracker The Log
Bats Zap Firecracker Wizard
Zap Bats Firecracker Wizard
Zap Wizard The Log Mega Knight
Zap Firecracker
Mega Knight
Firecracker Wizard The Log
Zap Bats
Zap Firecracker Wizard
The Log
Firecracker Wizard Mega Knight
The Log Zap Firecracker Wizard
Zap
Firecracker Mega Knight
Zap Bats Firecracker The Log
Firecracker Bats Zap
Zap Firecracker The Log Mega Knight

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