My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Bad
Versatility
Great!
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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Firecracker

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.

Ice Spirit Bats Firecracker Bandit Boss Bandit

Offensive cards

Win conditions

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

Missing

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.

Bandit

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 Ice Spirit Bandit 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 Bandit 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
Bats Bandit
Giant Snowball
Fire Spirit Bats
Zap
Fire Spirit Bats Firecracker Bandit
Barbarian Barrel
Fire Spirit Ice Spirit Firecracker Bandit
The Log
Fire Spirit Ice Spirit Firecracker Bandit
Earthquake
Firecracker
Arrows
Fire Spirit Ice Spirit Bats Firecracker
Royal Delivery
Fire Spirit Ice Spirit Bats Firecracker Bandit Boss Bandit
Fireball
Firecracker Bandit Boss Bandit
Poison
Bats Firecracker Boss Bandit
Lightning
Bandit Boss Bandit
Rocket
Boss Bandit

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Firecracker 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 Ice Spirit Bats Boss Bandit

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 Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Ice Spirit Bats Zap The Log Firecracker Bandit Boss Bandit

Shortest cycle

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

6 Fire Spirit Ice Spirit Bats Zap

Attack Synergies 2 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
Zap Bandit
Ice Spirit
Zap Bats Firecracker Bandit
Bats
Ice Spirit Zap Firecracker Bandit
Zap
Ice Spirit Firecracker Fire Spirit Bats The Log Bandit
Firecracker
Zap Ice Spirit Bats Bandit
The Log
Zap Bandit
Bandit
Fire Spirit Ice Spirit Bats Zap Firecracker The Log
Boss Bandit

Defense Synergies 2 17

Fire Spirit
Ice Spirit Zap Firecracker The Log
Ice Spirit
Zap Fire Spirit Bats Firecracker The Log Bandit
Bats
Ice Spirit Zap Firecracker The Log Bandit
Zap
Ice Spirit Fire Spirit Bats Firecracker The Log Bandit
Firecracker
The Log Fire Spirit Ice Spirit Bats Zap Bandit
The Log
Firecracker Fire Spirit Ice Spirit Bats Zap Bandit
Bandit
Ice Spirit Bats Zap Firecracker 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 The Log
Ice Spirit Bats Zap Firecracker The Log Bandit
Fire Spirit Bats Bandit
Bats Firecracker Bandit
Firecracker The Log
The Log Fire Spirit Bats Zap Firecracker Bandit
Bats Fire Spirit Ice Spirit Zap Firecracker
Zap The Log Bandit
Fire Spirit Ice Spirit Firecracker Bandit
Bats Zap Firecracker The Log Bandit
Bats Zap Firecracker
Fire Spirit Ice Spirit Bats Zap The Log Bandit
Fire Spirit Ice Spirit Bats Zap Firecracker The Log
Bandit
Ice Spirit Zap The Log Bandit
Bats Firecracker
Fire Spirit Ice Spirit Bats Zap Firecracker The Log Bandit
Zap The Log Fire Spirit Ice Spirit Bats Firecracker Bandit
Fire Spirit Bats Firecracker The Log Bandit

Counters to secondary win conditions

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

Zap Bandit
Bandit Zap Firecracker The Log
Bandit Ice Spirit Bats Zap The Log
Bats Zap The Log Bandit
Bandit
Fire Spirit Firecracker Ice Spirit Bats Zap
Bats Bandit
Zap Ice Spirit Bats Firecracker The Log Bandit
Bats
Zap The Log
Bandit
Firecracker
Ice Spirit Bats Zap Firecracker The Log
Bats Zap Firecracker The Log
Zap

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 Bandit
Firecracker Zap The Log Bandit
The Log Bandit
Firecracker The Log
Fire Spirit Zap Firecracker The Log
Firecracker Fire Spirit Ice Spirit Bats Zap
Fire Spirit Firecracker The Log
The Log Fire Spirit Ice Spirit Zap Firecracker
The Log Zap Firecracker Bandit
Fire Spirit Bats
Firecracker Zap The Log Bandit
Fire Spirit Zap Firecracker
Fire Spirit Firecracker The Log Bandit
Firecracker Bandit
Zap Firecracker The Log
Zap Firecracker The Log Bandit
Firecracker The Log Bandit
Bats
Fire Spirit Zap Firecracker The Log Bandit
Fire Spirit Zap Firecracker The Log
The Log
The Log
Zap The Log
Zap Firecracker The Log Fire Spirit Ice Spirit
Firecracker The Log Zap Bandit
Zap The Log Bandit
Zap Firecracker The Log Bandit
Fire Spirit Bats Zap Firecracker
Zap Ice Spirit Bats Firecracker
Zap The Log Bandit
Zap Ice Spirit Firecracker
Firecracker The Log
Zap Fire Spirit Ice Spirit Bats Bandit
Fire Spirit Zap Firecracker
The Log
Firecracker
The Log Zap Firecracker
Zap
Firecracker
Zap Ice Spirit Bats Firecracker The Log
Firecracker Bats Zap
Zap Firecracker The Log Bandit
Firecracker

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