My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Electro Dragon

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.

Fire Spirit Bats Tesla Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla X-Bow

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Knight Tesla Wizard X-Bow

Offensive cards

Win conditions

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

X-Bow

Damage spells

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

The Log

Punishments

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

X-Bow

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 Knight X-Bow

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 Skeleton Army
Giant Snowball
Fire Spirit Bats Skeleton Army
Zap
Fire Spirit Bats Skeleton Army X-Bow
Barbarian Barrel
Fire Spirit Knight Tesla Wizard Skeleton Army X-Bow
The Log
Fire Spirit Skeleton Army X-Bow
Earthquake
Tesla Skeleton Army X-Bow
Arrows
Fire Spirit Bats Skeleton Army
Royal Delivery
Fire Spirit Bats Knight Wizard Skeleton Army
Fireball
Tesla Wizard Skeleton Army X-Bow
Poison
Bats Wizard Skeleton Army X-Bow
Lightning
Knight Tesla Wizard X-Bow
Rocket
Wizard X-Bow

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit 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 Knight Skeleton Army

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 Bats The Log Knight Skeleton Army Tesla Wizard X-Bow

Shortest cycle

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

8 Fire Spirit Bats The Log Knight

Attack Synergies 3 6

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
Knight X-Bow
Bats
Knight X-Bow
Knight
Bats X-Bow Fire Spirit Wizard The Log
Tesla
Wizard
Knight
Skeleton Army
X-Bow
X-Bow
Knight The Log Fire Spirit Bats Skeleton Army
The Log
X-Bow Knight

Defense Synergies 7 13

Fire Spirit
Knight The Log
Bats
Knight Tesla X-Bow The Log
Knight
Fire Spirit Bats Tesla X-Bow Wizard Skeleton Army The Log
Tesla
Knight X-Bow The Log Bats Wizard Skeleton Army
Wizard
Knight Tesla Skeleton Army The Log
Skeleton Army
Knight Tesla Wizard X-Bow The Log
X-Bow
Knight Tesla The Log Bats Skeleton Army
The Log
Tesla X-Bow Fire Spirit Bats Knight 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.

Knight Tesla Wizard X-Bow The Log
Skeleton Army Bats Knight Tesla X-Bow The Log
Tesla Skeleton Army Fire Spirit Bats Knight
Tesla Skeleton Army Bats Knight
Skeleton Army X-Bow The Log
Skeleton Army The Log Fire Spirit Bats Tesla X-Bow
Bats Tesla Fire Spirit Wizard X-Bow
Tesla X-Bow The Log
Tesla Skeleton Army X-Bow
Knight Skeleton Army Fire Spirit Tesla
Bats Skeleton Army Knight Tesla Wizard X-Bow The Log
Tesla Bats Wizard
Tesla Skeleton Army Fire Spirit Bats Knight Wizard X-Bow The Log
Fire Spirit Wizard Skeleton Army Bats Tesla X-Bow The Log
Skeleton Army Knight Tesla X-Bow
Skeleton Army Tesla X-Bow The Log
Tesla Wizard Bats Knight Skeleton Army X-Bow
Fire Spirit Tesla Bats Knight Wizard Skeleton Army X-Bow The Log
Wizard The Log Fire Spirit Bats Knight Tesla
Tesla
Wizard Skeleton Army Fire Spirit Bats Knight Tesla The Log

Counters to secondary win conditions

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

Knight Skeleton Army Tesla X-Bow
Knight Tesla Wizard X-Bow The Log
Skeleton Army Bats Knight The Log
Skeleton Army Bats Knight Tesla X-Bow The Log
Knight Tesla Skeleton Army
Fire Spirit Wizard Bats Tesla
Skeleton Army Bats Knight Tesla
Knight Tesla Skeleton Army
Bats Knight Skeleton Army X-Bow The Log
Tesla Skeleton Army
Bats Knight Tesla
Skeleton Army The Log
Skeleton Army Knight Tesla Wizard
Wizard Tesla Skeleton Army
Tesla Skeleton Army Bats Knight X-Bow The Log
Bats Tesla 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.)

Knight X-Bow The Log
X-Bow The Log
X-Bow The Log
Knight The Log
Wizard Fire Spirit The Log
Wizard Fire Spirit Bats
Fire Spirit Wizard The Log
X-Bow The Log Fire Spirit Wizard
The Log Wizard X-Bow
Fire Spirit Bats X-Bow
Knight Wizard X-Bow The Log
Fire Spirit Wizard
Fire Spirit Knight The Log
X-Bow
X-Bow The Log
X-Bow Wizard The Log
Wizard X-Bow The Log
Bats
Fire Spirit Wizard X-Bow The Log
Fire Spirit Wizard X-Bow The Log
X-Bow The Log
Wizard
X-Bow The Log
X-Bow The Log
The Log Fire Spirit Wizard
X-Bow The Log Wizard
Wizard X-Bow The Log
X-Bow The Log
Fire Spirit Bats Wizard X-Bow
Bats Wizard
Wizard X-Bow The Log
Wizard The Log
Fire Spirit Bats Skeleton Army X-Bow
Fire Spirit Wizard
The Log
Knight Wizard
The Log Wizard
Bats The Log
Bats
X-Bow The Log

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