My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!
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 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.

Firecracker Magic Archer

Defensive buildings

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

Cannon

Investments

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

Firecracker Bandit Magic Archer Boss Bandit

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.

Zap Tornado The Log

Punishments

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

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.

Bandit Magic Archer Boss 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.

Firecracker Bandit Magic Archer Boss 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
Bandit
Giant Snowball
Cannon
Zap
Cannon Firecracker Bandit
Barbarian Barrel
Cannon Firecracker Bandit Magic Archer
The Log
Cannon Firecracker Bandit
Earthquake
Cannon Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Bandit Magic Archer Boss Bandit
Fireball
Cannon Firecracker Bandit Magic Archer Boss Bandit
Poison
Cannon Firecracker Magic Archer Boss Bandit
Lightning
Cannon Bandit Magic Archer Boss Bandit
Rocket
Magic Archer Boss Bandit

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Tornado The Log Magic Archer

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.

Tornado Boss Bandit

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 Cannon Firecracker Tornado Bandit Magic Archer Boss Bandit

Shortest cycle

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

10 Zap The Log Cannon Firecracker

Attack Synergies 3 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.

Zap
Firecracker Tornado The Log Bandit Magic Archer
Cannon
Firecracker
Zap Tornado Bandit
Tornado
Zap Magic Archer Firecracker The Log
The Log
Zap Tornado Bandit Magic Archer
Bandit
Zap Firecracker The Log Magic Archer
Magic Archer
Tornado Zap The Log Bandit
Boss Bandit

Defense Synergies 4 14

Zap
Cannon Firecracker Tornado The Log Bandit Magic Archer
Cannon
Zap The Log Firecracker Bandit Magic Archer
Firecracker
The Log Zap Cannon Tornado Bandit
Tornado
Magic Archer Zap Firecracker The Log
The Log
Cannon Firecracker Zap Tornado Bandit Magic Archer
Bandit
Zap Cannon Firecracker The Log Magic Archer
Magic Archer
Tornado Zap Cannon The Log Bandit
Boss 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.

Zap Cannon Firecracker The Log Magic Archer
Zap Cannon Firecracker The Log Bandit
Cannon Tornado Bandit
Cannon Firecracker Bandit
Firecracker Tornado The Log
Tornado The Log Zap Cannon Firecracker Bandit Magic Archer
Tornado Zap Cannon Firecracker Magic Archer
Zap Cannon The Log Bandit Magic Archer
Cannon Tornado
Tornado Cannon Firecracker Bandit
Zap Cannon Firecracker Tornado The Log Bandit Magic Archer
Zap Firecracker Tornado Magic Archer
Cannon Zap The Log Bandit
Zap Cannon Firecracker Tornado The Log Magic Archer
Cannon Bandit
Tornado Zap Cannon The Log Bandit
Cannon Firecracker Tornado
Cannon Zap Firecracker Tornado The Log Bandit Magic Archer
Zap Tornado The Log Cannon Firecracker Bandit Magic Archer
Cannon Tornado
Cannon Firecracker The Log Bandit

Counters to secondary win conditions

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

Zap Bandit
Bandit Zap Firecracker The Log Magic Archer
Bandit Zap The Log
Zap Tornado The Log Bandit
Cannon Bandit
Firecracker Zap Tornado Magic Archer
Bandit
Zap Firecracker Tornado The Log Bandit Magic Archer
Cannon
Zap Tornado The Log
Cannon Bandit
Cannon Firecracker Magic Archer
Zap Firecracker Tornado The Log Magic Archer
Zap Cannon Firecracker The Log Magic Archer
Zap Cannon
Cannon Tornado
Cannon

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 Firecracker The Log Bandit
Firecracker Zap Tornado The Log Bandit Magic Archer
The Log Bandit Magic Archer
Firecracker The Log
Zap Firecracker The Log Magic Archer
Firecracker Zap Tornado Magic Archer
Firecracker Tornado The Log Magic Archer
The Log Zap Firecracker Tornado Magic Archer
The Log Zap Firecracker Tornado Bandit
Tornado
Firecracker Zap Tornado The Log Bandit Magic Archer
Zap Firecracker Tornado Magic Archer
Firecracker The Log Bandit Magic Archer
Firecracker Bandit Magic Archer
Zap Firecracker The Log Magic Archer
Zap Firecracker The Log Bandit Magic Archer
Magic Archer Firecracker The Log Bandit
Tornado
Zap Firecracker The Log Bandit Magic Archer
Zap Firecracker Tornado The Log Magic Archer
The Log Magic Archer
Tornado
Tornado The Log
Zap The Log
Zap Firecracker Tornado The Log Magic Archer
Firecracker The Log Zap Tornado Bandit Magic Archer
Zap Tornado The Log Bandit Magic Archer
Zap Firecracker Tornado The Log Bandit Magic Archer
Zap Firecracker Tornado Magic Archer
Zap Firecracker
Zap The Log Bandit Magic Archer
Zap Firecracker Magic Archer
Firecracker The Log Magic Archer
Zap Bandit Magic Archer
Zap Firecracker Tornado Magic Archer
The Log
Firecracker Magic Archer
The Log Zap Firecracker Magic Archer
Zap Tornado
Firecracker
Zap Firecracker Tornado The Log Magic Archer
Firecracker Zap Tornado Magic Archer
Zap Firecracker Tornado The Log Bandit Magic Archer
Firecracker

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