My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
Mediocre

1 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!
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.

Fire Spirit Archers Inferno Tower

Defensive buildings

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

Inferno Tower

Investments

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

Archers Prince 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 The Log

Punishments

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

Prince 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.

Fire Spirit Prince 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 Guards Prince Bandit
Giant Snowball
Fire Spirit Archers Guards
Zap
Fire Spirit Archers Inferno Tower Guards Prince Bandit
Barbarian Barrel
Fire Spirit Archers Inferno Tower Guards Bandit
The Log
Fire Spirit Archers Guards Prince Bandit
Earthquake
Archers Inferno Tower Guards
Arrows
Fire Spirit Archers Guards
Royal Delivery
Fire Spirit Archers Guards Prince Bandit
Fireball
Archers Inferno Tower Bandit
Poison
Archers Inferno Tower Guards
Lightning
Inferno Tower Prince Bandit
Rocket
Inferno Tower Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap The Log

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 Inferno Tower Guards Prince

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

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.

Fire Spirit Zap The Log Archers Guards Bandit Inferno Tower Prince

Shortest cycle

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

8 Fire Spirit Zap The Log Archers

Attack Synergies 1 13

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.

Fire Spirit
Zap Prince Bandit
Zap
Prince Fire Spirit Archers Guards The Log Bandit
Archers
Zap Prince Bandit
Inferno Tower
Guards
Zap The Log Bandit
Prince
Zap Fire Spirit Archers The Log
The Log
Zap Guards Prince Bandit
Bandit
Fire Spirit Zap Archers Guards The Log

Defense Synergies 3 18

Fire Spirit
Zap Inferno Tower The Log
Zap
Fire Spirit Archers Inferno Tower Guards Prince The Log Bandit
Archers
Zap Inferno Tower Guards The Log Bandit
Inferno Tower
Guards The Log Fire Spirit Zap Archers Prince Bandit
Guards
Inferno Tower Zap Archers Prince The Log
Prince
The Log Zap Inferno Tower Guards
The Log
Inferno Tower Prince Fire Spirit Zap Archers Guards Bandit
Bandit
Zap Archers Inferno Tower The Log

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 Inferno Tower The Log
Inferno Tower Zap Prince The Log Bandit
Inferno Tower Prince Fire Spirit Archers Bandit
Inferno Tower Prince Guards Bandit
Prince The Log
The Log Fire Spirit Zap Archers Guards Bandit
Inferno Tower Fire Spirit Zap Archers
Zap Inferno Tower The Log Bandit
Inferno Tower Prince
Guards Fire Spirit Archers Inferno Tower Prince Bandit
Archers Guards Zap The Log Bandit
Inferno Tower Zap Archers
Inferno Tower Prince Fire Spirit Zap Guards The Log Bandit
Fire Spirit Zap Guards Prince The Log
Inferno Tower Prince Bandit
Inferno Tower Zap Prince The Log Bandit
Inferno Tower Prince
Fire Spirit Zap Archers Guards Prince The Log Bandit
Zap The Log Fire Spirit Archers Guards Bandit
Inferno Tower Prince
Fire Spirit Archers Guards Prince The Log Bandit

Counters to secondary win conditions

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

Guards Zap Archers Inferno Tower Prince Bandit
Bandit Zap Archers Prince The Log
Guards Bandit Zap Inferno Tower Prince The Log
Guards Prince Zap Inferno Tower The Log Bandit
Inferno Tower Guards Prince Bandit
Fire Spirit Zap Archers
Guards Prince Archers Inferno Tower Bandit
Inferno Tower Prince
Zap Inferno Tower Prince The Log Bandit
Inferno Tower Guards
Inferno Tower Guards Prince
Zap Guards Prince The Log
Prince Inferno Tower Guards Bandit
Archers
Inferno Tower Guards Zap Archers Prince The Log
Zap Archers Inferno Tower The Log

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.)

Guards The Log Bandit
Zap The Log Bandit
The Log Bandit
Guards Prince The Log
Fire Spirit Zap The Log
Fire Spirit Zap
Fire Spirit Archers The Log
The Log Fire Spirit Zap
The Log Zap Bandit
Fire Spirit Guards Prince
Zap Prince The Log Bandit
Fire Spirit Zap Archers
Fire Spirit The Log Bandit
Bandit
Zap Prince The Log
Zap The Log Bandit
The Log Bandit
Fire Spirit Zap Archers Prince The Log Bandit
Fire Spirit Zap The Log
Prince The Log
Prince The Log
Zap The Log
Zap The Log Fire Spirit
The Log Zap Bandit
Zap Prince The Log Bandit
Zap The Log Bandit
Fire Spirit Zap Archers
Zap Guards
Zap The Log Bandit
Zap
Prince
The Log
Zap Fire Spirit Archers Guards Prince Bandit
Fire Spirit Zap Archers
The Log
Prince
The Log Zap
Zap
Prince
Zap Guards The Log
Zap
Zap Prince The Log Bandit

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