My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Mediocre
Versatility
Mediocre
F2P score
Mediocre

1 problems 1 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Zappies Magic Archer

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 Royal Giant Zappies Bandit Magic Archer

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Rocket

Punishments

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

Royal Giant Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Royal Giant Heal Spirit Bandit Magic Archer

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 Magic Archer

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 Royal Giant Bandit
Giant Snowball
Skeletons Fire Spirit Zappies
Zap
Skeletons Fire Spirit Royal Giant Zappies Bandit
Barbarian Barrel
Skeletons Fire Spirit Heal Spirit Zappies Bandit Magic Archer
The Log
Skeletons Fire Spirit Royal Giant Heal Spirit Zappies Bandit
Earthquake
Skeletons Zappies
Arrows
Skeletons Fire Spirit Heal Spirit Zappies
Royal Delivery
Skeletons Fire Spirit Heal Spirit Zappies Bandit Magic Archer
Fireball
Zappies Bandit Magic Archer
Poison
Zappies Magic Archer
Lightning
Bandit Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Rocket Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Rocket Magic Archer

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 Heal Spirit Rocket

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant

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 Heal 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.

Skeletons Fire Spirit Heal Spirit Bandit Zappies Magic Archer Royal Giant Rocket

Shortest cycle

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

6 Skeletons Fire Spirit Heal Spirit Bandit

Attack Synergies 2 9

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
Fire Spirit
Royal Giant Bandit
Royal Giant
Fire Spirit Heal Spirit Zappies Rocket Bandit Magic Archer
Heal Spirit
Royal Giant Zappies Bandit
Zappies
Royal Giant Heal Spirit Bandit
Rocket
Royal Giant
Bandit
Fire Spirit Royal Giant Heal Spirit Zappies Magic Archer
Magic Archer
Royal Giant Bandit

Defense Synergies 0 6

Skeletons
Fire Spirit Zappies Bandit Magic Archer
Fire Spirit
Skeletons
Royal Giant
Heal Spirit
Zappies
Skeletons Bandit
Rocket
Bandit
Skeletons Zappies Magic Archer
Magic Archer
Skeletons 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.

Rocket Zappies Magic Archer
Skeletons Zappies Bandit
Rocket Skeletons Fire Spirit Zappies Bandit
Skeletons Zappies Bandit
Rocket
Skeletons Fire Spirit Zappies Bandit Magic Archer
Rocket Fire Spirit Zappies Magic Archer
Rocket Bandit Magic Archer
Zappies Skeletons
Skeletons Fire Spirit Zappies Bandit
Skeletons Zappies Bandit Magic Archer
Zappies Magic Archer
Skeletons Fire Spirit Zappies Rocket Bandit
Fire Spirit Rocket Zappies Magic Archer
Zappies Bandit
Rocket Zappies Bandit
Skeletons Zappies
Fire Spirit Zappies Bandit Magic Archer
Fire Spirit Zappies Bandit Magic Archer
Zappies
Fire Spirit Zappies Bandit

Counters to secondary win conditions

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

Skeletons Zappies Bandit
Bandit Rocket Magic Archer
Zappies Bandit Skeletons Rocket
Rocket Zappies Bandit
Skeletons Zappies Bandit
Fire Spirit Rocket Skeletons Zappies Magic Archer
Rocket Skeletons Zappies Bandit
Zappies
Rocket Skeletons Zappies Bandit Magic Archer
Skeletons Zappies
Zappies
Rocket
Rocket Skeletons Zappies Bandit
Zappies Magic Archer
Zappies Skeletons Rocket Magic Archer
Zappies Magic Archer

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.)

Magic Archer Rocket Bandit
Bandit Magic Archer
Rocket Bandit Magic Archer
Rocket
Rocket Fire Spirit Magic Archer
Fire Spirit Rocket Magic Archer
Fire Spirit Magic Archer
Fire Spirit Magic Archer
Bandit
Rocket Fire Spirit
Rocket Bandit Magic Archer
Fire Spirit Rocket Magic Archer
Rocket Fire Spirit Bandit Magic Archer
Rocket Bandit Magic Archer
Magic Archer
Rocket Bandit Magic Archer
Magic Archer Rocket Bandit
Rocket
Rocket
Rocket Fire Spirit Bandit Magic Archer
Rocket Fire Spirit Magic Archer
Rocket Magic Archer
Rocket
Rocket
Rocket
Fire Spirit Magic Archer
Bandit Magic Archer
Bandit Magic Archer
Rocket Bandit Magic Archer
Fire Spirit Magic Archer
Rocket Zappies
Rocket Bandit Magic Archer
Rocket Zappies Magic Archer
Rocket Magic Archer
Fire Spirit Zappies Rocket Bandit Magic Archer
Rocket Fire Spirit Zappies Magic Archer
Rocket Magic Archer
Magic Archer
Rocket
Zappies Rocket Magic Archer
Zappies Rocket Magic Archer
Rocket Bandit Magic Archer

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