My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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.

Firecracker Little Prince

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.

Skeletons Firecracker Bandit Mega Knight Little Prince

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.

Tornado The Log

Punishments

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

Bandit 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.

Bandit 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 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
Skeletons Guards Bandit
Giant Snowball
Skeletons Guards Little Prince
Zap
Skeletons Firecracker Guards Bandit Little Prince
Barbarian Barrel
Skeletons Firecracker Guards Bandit Little Prince
The Log
Skeletons Firecracker Guards Bandit Little Prince
Earthquake
Skeletons Firecracker Guards
Arrows
Skeletons Firecracker Guards Little Prince
Royal Delivery
Skeletons Firecracker Guards Bandit Little Prince
Fireball
Firecracker Bandit Little Prince
Poison
Firecracker Guards Little Prince
Lightning
Bandit Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado 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.

Guards Tornado Mega Knight

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.

Skeletons The Log Firecracker Guards Tornado Bandit Little Prince Mega Knight

Shortest cycle

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

9 Skeletons The Log Firecracker Guards

Attack Synergies 0 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.

Skeletons
Firecracker
Tornado Bandit Mega Knight
Guards
The Log Bandit
Tornado
Firecracker The Log Mega Knight
The Log
Guards Tornado Bandit Mega Knight Little Prince
Bandit
Firecracker Guards The Log Mega Knight Little Prince
Mega Knight
Firecracker Tornado The Log Bandit
Little Prince
The Log Bandit

Defense Synergies 1 18

Skeletons
Firecracker Tornado The Log Bandit Little Prince
Firecracker
The Log Skeletons Guards Tornado Bandit Mega Knight
Guards
Firecracker The Log
Tornado
Skeletons Firecracker The Log Mega Knight Little Prince
The Log
Firecracker Skeletons Guards Tornado Bandit Mega Knight Little Prince
Bandit
Skeletons Firecracker The Log Mega Knight Little Prince
Mega Knight
Firecracker Tornado The Log Bandit
Little Prince
Skeletons Tornado The Log 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.

Firecracker The Log
Skeletons Firecracker The Log Bandit Mega Knight
Tornado Mega Knight Skeletons Bandit
Skeletons Firecracker Guards Bandit Mega Knight
Firecracker Tornado The Log Mega Knight
Tornado The Log Skeletons Firecracker Guards Bandit Mega Knight
Tornado Firecracker Little Prince
The Log Bandit Mega Knight
Skeletons Tornado
Guards Tornado Skeletons Firecracker Bandit Mega Knight Little Prince
Guards Skeletons Firecracker Tornado The Log Bandit Mega Knight
Firecracker Tornado
Mega Knight Skeletons Guards The Log Bandit
Mega Knight Firecracker Guards Tornado The Log
Bandit Mega Knight
Tornado The Log Bandit Mega Knight
Mega Knight Skeletons Firecracker Tornado
Mega Knight Firecracker Guards Tornado The Log Bandit Little Prince
Tornado The Log Firecracker Guards Bandit Mega Knight Little Prince
Tornado
Mega Knight Firecracker Guards The Log Bandit Little Prince

Counters to secondary win conditions

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

Guards Mega Knight Skeletons Bandit
Bandit Firecracker The Log Mega Knight
Guards Bandit Mega Knight Skeletons The Log
Guards Mega Knight Tornado The Log Bandit
Skeletons Guards Bandit Mega Knight
Firecracker Skeletons Tornado
Guards Skeletons Bandit
Mega Knight
Mega Knight Skeletons Firecracker Tornado The Log Bandit
Skeletons Guards
Mega Knight Guards
Mega Knight Guards Tornado The Log
Mega Knight Skeletons Guards Bandit
Firecracker Mega Knight
Guards Skeletons Firecracker Tornado The Log Little Prince
Mega Knight Firecracker 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.)

Firecracker Guards The Log Bandit
Firecracker Tornado The Log Bandit
The Log Bandit
Firecracker Guards The Log
Firecracker The Log Mega Knight
Firecracker Tornado
Firecracker Tornado The Log
The Log Firecracker Tornado
The Log Firecracker Tornado Bandit
Guards Tornado
Firecracker Tornado The Log Bandit
Firecracker Tornado
Firecracker The Log Bandit
Firecracker Bandit
Firecracker The Log
Firecracker The Log Bandit
Firecracker The Log Bandit Mega Knight
Tornado
Firecracker The Log Bandit Mega Knight
Firecracker Tornado The Log Mega Knight Little Prince
The Log Mega Knight
Tornado
Tornado The Log
The Log
Firecracker Tornado The Log Mega Knight Little Prince
Firecracker The Log Tornado Bandit
Tornado The Log Bandit Mega Knight
Firecracker Tornado The Log Bandit
Firecracker Tornado Little Prince
Firecracker Guards
The Log Bandit Mega Knight
Firecracker
Mega Knight
Firecracker The Log
Guards Bandit
Firecracker Tornado
The Log
Firecracker Mega Knight
The Log Firecracker
Tornado
Firecracker Mega Knight
Firecracker Guards Tornado The Log
Firecracker Tornado
Firecracker Tornado The Log Bandit Mega Knight Little Prince

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