My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Bats Archers Furnace Baby Dragon

Defensive buildings

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

Furnace

Investments

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

Bats Archers Knight Furnace Giant Baby Dragon Bandit Sparky

Offensive cards

Win conditions

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

Giant

Damage spells

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

Missing

Punishments

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

Giant 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.

Knight Giant Baby Dragon 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.

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 Archers Giant Bandit Sparky
Giant Snowball
Bats Archers Furnace Baby Dragon
Zap
Bats Archers Furnace Bandit Sparky
Barbarian Barrel
Archers Knight Furnace Bandit Sparky
The Log
Archers Furnace Bandit Sparky
Earthquake
Archers Furnace
Arrows
Bats Archers Furnace
Royal Delivery
Bats Archers Knight Baby Dragon Bandit Sparky
Fireball
Archers Furnace Baby Dragon Bandit Sparky
Poison
Bats Archers Furnace Sparky
Lightning
Knight Furnace Baby Dragon Bandit Sparky
Rocket
Furnace Sparky

Against air swarms

Spells and units that can counter air swarms.

Furnace Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Furnace Baby Dragon Sparky

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.

Bats Knight Baby Dragon Sparky

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.

Furnace

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.

Bats Archers Knight Bandit Furnace Baby Dragon Giant Sparky

Shortest cycle

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

11 Bats Archers Knight Bandit

Attack Synergies 5 16

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.

Bats
Knight Giant Baby Dragon Bandit Sparky
Archers
Knight Giant Baby Dragon Bandit
Knight
Bats Archers Baby Dragon Furnace Sparky
Furnace
Knight Giant Baby Dragon Bandit Sparky
Giant
Bats Sparky Archers Furnace Baby Dragon Bandit
Baby Dragon
Knight Bats Archers Furnace Giant Bandit Sparky
Bandit
Bats Archers Furnace Giant Baby Dragon
Sparky
Giant Bats Knight Furnace Baby Dragon

Defense Synergies 2 12

Bats
Knight Baby Dragon Bandit Sparky
Archers
Knight Furnace Baby Dragon Bandit
Knight
Bats Archers Furnace Baby Dragon Sparky
Furnace
Archers Knight Baby Dragon Bandit
Giant
Baby Dragon
Bats Archers Knight Furnace Bandit
Bandit
Bats Archers Furnace Baby Dragon
Sparky
Bats Knight

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 Baby Dragon Sparky
Sparky Bats Knight Furnace Bandit
Furnace Sparky Bats Archers Knight Bandit
Sparky Bats Knight Furnace Bandit
Sparky
Bats Archers Furnace Baby Dragon Bandit
Bats Furnace Archers Baby Dragon
Baby Dragon Bandit Sparky
Sparky Furnace
Knight Archers Bandit Sparky
Bats Archers Knight Furnace Baby Dragon Bandit
Bats Archers Furnace Baby Dragon
Furnace Sparky Bats Knight Bandit
Sparky Bats Furnace Baby Dragon
Sparky Knight Furnace Bandit
Furnace Bandit Sparky
Sparky Bats Knight Furnace
Bats Archers Knight Furnace Baby Dragon Bandit
Furnace Baby Dragon Bats Archers Knight Bandit
Sparky
Bats Archers Knight Furnace Baby Dragon Bandit Sparky

Counters to secondary win conditions

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

Knight Archers Furnace Bandit Sparky
Bandit Archers Knight Baby Dragon
Bandit Bats Knight Furnace Sparky
Bats Knight Bandit Sparky
Knight Bandit Sparky
Furnace Bats Archers Baby Dragon
Sparky Bats Archers Knight Furnace Bandit
Knight Sparky
Bats Knight Baby Dragon Bandit Sparky
Sparky
Bats Knight Sparky
Knight Bandit Sparky
Archers Furnace Baby Dragon Sparky
Sparky Bats Archers Knight Furnace Baby Dragon
Bats Archers Baby Dragon Sparky

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 Baby Dragon Bandit Sparky
Baby Dragon Bandit
Baby Dragon Bandit Sparky
Knight Sparky
Furnace Baby Dragon Sparky
Bats Furnace Baby Dragon
Archers Furnace Baby Dragon Sparky
Baby Dragon
Bandit
Bats Sparky
Knight Bandit Sparky
Archers Baby Dragon
Knight Baby Dragon Bandit Sparky
Baby Dragon Bandit
Furnace Baby Dragon Sparky
Furnace Baby Dragon Bandit Sparky
Furnace Baby Dragon Bandit Sparky
Sparky
Bats Sparky
Archers Baby Dragon Bandit Sparky
Baby Dragon
Baby Dragon Sparky
Sparky
Baby Dragon
Furnace Baby Dragon Sparky
Baby Dragon Bandit Sparky
Baby Dragon Bandit Sparky
Baby Dragon Bandit Sparky
Bats Archers Furnace Baby Dragon Sparky
Bats
Sparky
Bandit Sparky
Sparky
Sparky
Sparky
Bats Archers Bandit
Archers Baby Dragon
Knight Baby Dragon Sparky
Baby Dragon
Sparky
Sparky
Bats Baby Dragon Sparky
Bats
Baby Dragon Bandit Sparky

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