My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Archers Tesla

Defensive buildings

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

Tesla

Investments

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

Archers Knight Tesla Giant Bandit

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.

Zap Fireball

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.

Fireball

Dropped at the bridge

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

Knight Giant 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
Archers Giant Bandit
Giant Snowball
Archers
Zap
Archers Bandit
Barbarian Barrel
Archers Knight Tesla Bandit
The Log
Archers Bandit
Earthquake
Archers Tesla
Arrows
Archers
Royal Delivery
Archers Knight Bandit
Fireball
Archers Tesla Bandit
Poison
Archers
Lightning
Knight Tesla Bandit
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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.

Knight

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.

Fireball

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.

Fireball

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Archers Knight Bandit Tesla Fireball Giant

Shortest cycle

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

8 Mirror Zap Archers Knight

Attack Synergies 5 8

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
Fireball Giant Mirror Archers Knight Bandit
Archers
Knight Zap Giant Bandit
Knight
Archers Zap Fireball
Tesla
Fireball
Zap Mirror Knight Giant
Giant
Zap Archers Fireball Bandit
Mirror
Zap Fireball
Bandit
Zap Archers Giant

Defense Synergies 6 9

Zap
Fireball Mirror Archers Knight Tesla Bandit
Archers
Knight Zap Tesla Bandit
Knight
Archers Tesla Zap Fireball
Tesla
Knight Mirror Zap Archers Fireball
Fireball
Zap Mirror Knight Tesla Bandit
Giant
Mirror
Zap Tesla Fireball
Bandit
Zap Archers Fireball

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 Knight Tesla Fireball
Zap Knight Tesla Bandit
Tesla Archers Knight Bandit
Tesla Knight Bandit
Fireball
Fireball Zap Archers Tesla Bandit
Tesla Zap Archers Fireball
Zap Tesla Fireball Bandit
Tesla
Knight Archers Tesla Bandit
Archers Zap Knight Tesla Fireball Bandit
Tesla Zap Archers Fireball
Tesla Zap Knight Fireball Bandit
Fireball Zap Tesla
Knight Tesla Bandit
Zap Tesla Fireball Bandit
Tesla Knight Fireball
Tesla Fireball Zap Archers Knight Bandit
Zap Archers Knight Tesla Fireball Bandit
Tesla
Archers Knight Tesla Fireball Bandit

Counters to secondary win conditions

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

Knight Zap Archers Tesla Fireball Bandit
Fireball Bandit Zap Archers Knight Tesla
Bandit Zap Knight
Zap Knight Tesla Fireball Bandit
Knight Tesla Bandit
Fireball Zap Archers Tesla
Archers Knight Tesla Fireball Bandit
Knight Tesla
Zap Knight Fireball Bandit
Tesla
Knight Tesla
Zap Fireball
Knight Tesla Fireball Bandit
Archers Tesla Fireball
Tesla Zap Archers Knight Fireball
Zap Archers Tesla Fireball

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.)

Fireball Knight Bandit
Fireball Zap Bandit
Fireball Bandit
Knight Fireball
Fireball Zap
Fireball Zap
Archers
Fireball Zap
Fireball Zap Bandit
Fireball
Zap Knight Fireball Bandit
Fireball Zap Archers
Knight Fireball Bandit
Fireball Bandit
Zap Fireball
Zap Fireball Bandit
Fireball Bandit
Fireball
Zap Archers Fireball Bandit
Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball Zap Bandit
Fireball Zap Bandit
Fireball Zap Bandit
Zap Archers Fireball
Zap Fireball
Fireball
Zap Fireball Bandit
Zap Fireball
Fireball
Zap Archers Fireball Bandit
Fireball Zap Archers
Fireball
Fireball Knight
Zap Fireball
Zap Fireball
Zap Fireball
Zap Fireball
Zap Fireball Bandit

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