My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats 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 Prince Bandit Inferno Dragon Mega Knight

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.

Arrows Rage

Punishments

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

Prince 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.

Fire Spirit Prince 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.

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 Prince Bandit Inferno Dragon
Giant Snowball
Fire Spirit Bats Inferno Dragon
Zap
Fire Spirit Bats Prince Bandit Inferno Dragon
Barbarian Barrel
Fire Spirit Bandit
The Log
Fire Spirit Prince Bandit
Earthquake
Arrows
Fire Spirit Bats
Royal Delivery
Fire Spirit Bats Prince Bandit Inferno Dragon
Fireball
Bandit Inferno Dragon
Poison
Bats
Lightning
Prince Bandit Inferno Dragon
Rocket
Prince Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Mega Knight

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 Arrows Rage Prince 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Rage Arrows Bandit Inferno Dragon Prince Mega Knight

Shortest cycle

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

8 Fire Spirit Bats Rage Arrows

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
Prince Bandit Inferno Dragon
Bats
Mega Knight Rage Prince Bandit Inferno Dragon
Arrows
Prince Bandit Mega Knight
Rage
Bats Prince
Prince
Mega Knight Fire Spirit Bats Arrows Rage
Bandit
Fire Spirit Bats Arrows Mega Knight
Inferno Dragon
Mega Knight Fire Spirit Bats
Mega Knight
Bats Prince Inferno Dragon Arrows Bandit

Defense Synergies 1 8

Fire Spirit
Bats
Prince Bandit Inferno Dragon Mega Knight
Arrows
Mega Knight Prince Bandit
Rage
Prince
Bats Arrows
Bandit
Bats Arrows Mega Knight
Inferno Dragon
Bats Mega Knight
Mega Knight
Arrows Bats Bandit 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.

Inferno Dragon Bats Prince Bandit Mega Knight
Prince Mega Knight Fire Spirit Bats Bandit Inferno Dragon
Prince Inferno Dragon Bats Bandit Mega Knight
Arrows Prince Mega Knight
Arrows Fire Spirit Bats Bandit Mega Knight
Bats Inferno Dragon Fire Spirit Arrows
Arrows Bandit Mega Knight
Inferno Dragon Prince
Fire Spirit Prince Bandit Mega Knight
Bats Arrows Bandit Mega Knight
Arrows Inferno Dragon Bats
Prince Mega Knight Fire Spirit Bats Bandit
Fire Spirit Mega Knight Bats Arrows Prince
Inferno Dragon Prince Bandit Mega Knight
Prince Bandit Inferno Dragon Mega Knight
Mega Knight Bats Arrows Prince
Fire Spirit Arrows Mega Knight Bats Prince Bandit
Arrows Fire Spirit Bats Bandit Inferno Dragon Mega Knight
Prince Inferno Dragon
Mega Knight Fire Spirit Bats Arrows Prince Bandit

Counters to secondary win conditions

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

Mega Knight Prince Bandit
Bandit Arrows Prince Inferno Dragon Mega Knight
Bandit Mega Knight Bats Prince
Prince Mega Knight Bats Bandit
Prince Bandit Inferno Dragon Mega Knight
Fire Spirit Arrows Bats
Prince Bats Bandit
Mega Knight Prince Inferno Dragon
Mega Knight Bats Prince Bandit Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Bats Prince
Mega Knight Arrows Prince
Prince Mega Knight Bandit
Mega Knight
Bats Prince Inferno Dragon
Bats Arrows Mega Knight 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.)

Arrows Bandit
Arrows Bandit
Arrows Bandit
Arrows Prince
Fire Spirit Arrows Mega Knight
Arrows Fire Spirit Bats
Fire Spirit Arrows
Arrows Fire Spirit
Arrows Bandit
Fire Spirit Bats Prince
Arrows Prince Bandit
Fire Spirit Arrows
Fire Spirit Bandit
Arrows Bandit
Arrows Prince
Arrows Bandit
Arrows Bandit Mega Knight
Arrows
Bats
Fire Spirit Arrows Prince Bandit Mega Knight
Fire Spirit Arrows Mega Knight
Prince Mega Knight
Arrows
Prince
Arrows
Arrows Fire Spirit Mega Knight
Inferno Dragon
Arrows Bandit
Arrows Prince Bandit Mega Knight
Arrows Bandit
Fire Spirit Bats Arrows
Bats
Arrows Bandit Mega Knight
Arrows
Prince Mega Knight
Arrows
Fire Spirit Bats Prince Bandit
Fire Spirit Arrows
Arrows
Prince Mega Knight
Arrows
Arrows
Prince Mega Knight
Bats
Bats
Prince Bandit Mega Knight

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