My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Elixir Golem

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.

Fire Spirit Bats Princess

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 Royal Giant Princess

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant Elite Barbarians Princess

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 Royal Giant Elite Barbarians Princess

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.

Elite Barbarians

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Princess

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap The Log Princess

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 Princess

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.

Royal Giant Elite Barbarians Skeleton Army Princess

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

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 Bats Zap The Log Skeleton Army Princess Royal Giant Elite Barbarians

Shortest cycle

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

7 Fire Spirit Bats Zap The Log

Attack Synergies 3 12

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
Royal Giant Zap Elite Barbarians
Bats
Royal Giant Zap Elite Barbarians
Zap
Elite Barbarians Fire Spirit Bats Royal Giant The Log Princess
Royal Giant
Fire Spirit Bats Zap Elite Barbarians The Log Princess
Elite Barbarians
Zap Fire Spirit Bats Royal Giant The Log
Skeleton Army
The Log
Zap Royal Giant Elite Barbarians Princess
Princess
Zap Royal Giant The Log

Defense Synergies 0 12

Fire Spirit
Zap The Log
Bats
Zap The Log
Zap
Fire Spirit Bats Elite Barbarians Skeleton Army The Log Princess
Royal Giant
Elite Barbarians
Zap The Log
Skeleton Army
Zap The Log Princess
The Log
Fire Spirit Bats Zap Elite Barbarians Skeleton Army Princess
Princess
Zap Skeleton Army The Log

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 The Log
Elite Barbarians Skeleton Army Bats Zap The Log
Skeleton Army Fire Spirit Bats Elite Barbarians
Elite Barbarians Skeleton Army Bats
Elite Barbarians Skeleton Army The Log Princess
Skeleton Army The Log Fire Spirit Bats Zap
Bats Fire Spirit Zap Princess
Zap The Log
Elite Barbarians Skeleton Army Princess
Elite Barbarians Skeleton Army Fire Spirit
Bats Skeleton Army Zap The Log Princess
Bats Zap Princess
Skeleton Army Fire Spirit Bats Zap Elite Barbarians The Log
Fire Spirit Skeleton Army Bats Zap The Log Princess
Elite Barbarians Skeleton Army
Skeleton Army Zap Elite Barbarians The Log
Bats Elite Barbarians Skeleton Army
Fire Spirit Bats Zap Elite Barbarians Skeleton Army The Log
Zap The Log Fire Spirit Bats Princess
Elite Barbarians
Skeleton Army Fire Spirit Bats Elite Barbarians The Log

Counters to secondary win conditions

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

Skeleton Army Zap Elite Barbarians
Zap Elite Barbarians The Log
Skeleton Army Bats Zap Elite Barbarians The Log
Skeleton Army Bats Zap Elite Barbarians The Log
Elite Barbarians Skeleton Army
Fire Spirit Bats Zap Princess
Skeleton Army Bats Elite Barbarians
Elite Barbarians Skeleton Army
Zap Bats Elite Barbarians Skeleton Army The Log
Skeleton Army
Bats Elite Barbarians
Skeleton Army Zap Elite Barbarians The Log
Elite Barbarians Skeleton Army
Skeleton Army Princess
Elite Barbarians Skeleton Army Bats Zap The Log
Bats Zap Elite Barbarians The Log Princess

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.)

Princess The Log
Zap The Log Princess
The Log
The Log
Fire Spirit Zap The Log
Fire Spirit Bats Zap Princess
Fire Spirit The Log Princess
The Log Fire Spirit Zap Princess
The Log Zap
Fire Spirit Bats Elite Barbarians
Zap The Log Princess
Fire Spirit Zap Princess
Fire Spirit Elite Barbarians The Log Princess
Princess
Princess Zap Elite Barbarians The Log
Zap The Log Princess
The Log Princess
Bats
Fire Spirit Zap The Log Princess
Fire Spirit Zap The Log Princess
The Log
Princess
The Log
Zap The Log
Zap The Log Fire Spirit Princess
The Log Zap Princess
Zap The Log Princess
Zap The Log
Elite Barbarians Fire Spirit Bats Zap Princess
Zap Bats
Elite Barbarians
Zap The Log
Zap Princess
The Log Princess
Zap Fire Spirit Bats Skeleton Army Princess
Fire Spirit Zap Princess
The Log
Princess
The Log Zap Princess
Zap
Elite Barbarians
Zap Bats Elite Barbarians The Log Princess
Bats Zap Princess
Zap The Log Princess

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