My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

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.

Electro Wizard 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.

Balloon Bandit Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Arrows The Log

Punishments

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

Balloon 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.

Balloon 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.

Balloon Bandit Electro Wizard

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
Guards Balloon Bandit Inferno Dragon
Giant Snowball
Guards Balloon Inferno Dragon
Zap
Guards Balloon Bandit Inferno Dragon
Barbarian Barrel
Guards Bandit Electro Wizard
The Log
Guards Bandit
Earthquake
Guards
Arrows
Guards
Royal Delivery
Guards Balloon Bandit Electro Wizard Inferno Dragon
Fireball
Balloon Bandit Electro Wizard Inferno Dragon
Poison
Guards Balloon Electro Wizard
Lightning
Balloon Bandit Electro Wizard Inferno Dragon
Rocket
Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows The Log

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.

Arrows Guards Inferno Dragon

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.

Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Arrows Guards Bandit Electro Wizard Inferno Dragon Balloon

Shortest cycle

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

10 Zap The Log Arrows Guards

Attack Synergies 4 11

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.

Zap
Arrows Balloon Electro Wizard Guards The Log Bandit
Arrows
Zap Balloon Bandit
Guards
Zap The Log Bandit
Balloon
Zap Arrows The Log Bandit Electro Wizard
The Log
Zap Guards Balloon Bandit
Bandit
Zap Arrows Guards Balloon The Log Electro Wizard
Electro Wizard
Zap Balloon Bandit
Inferno Dragon

Defense Synergies 1 13

Zap
Electro Wizard Arrows Guards The Log Bandit Inferno Dragon
Arrows
Zap Bandit
Guards
Zap The Log Electro Wizard
Balloon
The Log
Zap Guards Bandit Electro Wizard Inferno Dragon
Bandit
Zap Arrows The Log Electro Wizard
Electro Wizard
Zap Guards The Log Bandit Inferno Dragon
Inferno Dragon
Zap The Log Electro Wizard

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 Electro Wizard
Inferno Dragon Zap The Log Bandit Electro Wizard
Bandit Electro Wizard Inferno Dragon
Inferno Dragon Guards Bandit Electro Wizard
Arrows The Log
Arrows The Log Zap Guards Bandit Electro Wizard
Electro Wizard Inferno Dragon Zap Arrows
Zap Arrows The Log Bandit Electro Wizard
Inferno Dragon
Guards Bandit Electro Wizard
Guards Electro Wizard Zap Arrows The Log Bandit
Arrows Inferno Dragon Zap Electro Wizard
Zap Guards The Log Bandit Electro Wizard
Zap Arrows Guards The Log Electro Wizard
Inferno Dragon Bandit Electro Wizard
Zap The Log Bandit Electro Wizard Inferno Dragon
Arrows Electro Wizard
Arrows Zap Guards The Log Bandit Electro Wizard
Zap Arrows The Log Guards Bandit Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Arrows Guards The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Guards Zap Bandit Electro Wizard
Bandit Electro Wizard Zap Arrows The Log Inferno Dragon
Guards Bandit Zap The Log Electro Wizard
Guards Zap The Log Bandit Electro Wizard
Guards Bandit Inferno Dragon
Arrows Zap Electro Wizard
Guards Bandit Electro Wizard
Inferno Dragon
Zap Electro Wizard The Log Bandit Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Guards
Zap Arrows Guards The Log Electro Wizard
Guards Bandit
Guards Electro Wizard Zap The Log Inferno Dragon
Arrows Zap The Log Electro Wizard 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 Guards The Log Bandit
Arrows Zap The Log Bandit Electro Wizard
Arrows The Log Bandit
Arrows Guards The Log
Zap Arrows The Log
Arrows Zap
Arrows The Log
Arrows The Log Zap
Arrows The Log Zap Bandit
Guards Electro Wizard
Zap Arrows The Log Bandit Electro Wizard
Zap Arrows
The Log Bandit
Arrows Bandit
Zap Arrows The Log
Zap Arrows The Log Bandit
Arrows The Log Bandit
Arrows
Zap Arrows The Log Bandit Electro Wizard
Zap Arrows The Log
The Log
Arrows
The Log
Zap Arrows The Log
Zap Arrows The Log
Inferno Dragon
Arrows The Log Zap Bandit Electro Wizard
Zap Arrows The Log Bandit
Zap Arrows The Log Bandit
Zap Arrows Electro Wizard
Zap Electro Wizard Guards
Zap Arrows The Log Bandit
Zap Arrows Electro Wizard
Arrows The Log
Zap Electro Wizard Guards Bandit
Zap Arrows Electro Wizard
Arrows The Log
Electro Wizard
Arrows The Log Zap
Zap Arrows
Zap Guards The Log Electro Wizard
Zap Electro Wizard
Zap The Log Bandit Electro Wizard

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