My Best Clash Royale Deck

Deck Check Rating

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

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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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.

Little Prince

Defensive buildings

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

Tombstone

Investments

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

Tombstone Battle Ram Giant Bandit Little Prince

Offensive cards

Win conditions

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

Battle Ram Hog Rider Giant Wall Breakers

Damage spells

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

Zap

Punishments

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

Battle Ram Hog Rider Giant Wall Breakers 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.

Battle Ram Hog Rider Giant Wall Breakers 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.

Hog Rider 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
Battle Ram Hog Rider Giant Wall Breakers Bandit
Giant Snowball
Tombstone Battle Ram Hog Rider Wall Breakers Little Prince
Zap
Tombstone Battle Ram Wall Breakers Bandit Little Prince
Barbarian Barrel
Tombstone Battle Ram Wall Breakers Bandit Little Prince
The Log
Tombstone Battle Ram Hog Rider Wall Breakers Bandit Little Prince
Earthquake
Tombstone Hog Rider
Arrows
Tombstone Wall Breakers Little Prince
Royal Delivery
Battle Ram Hog Rider Wall Breakers Bandit Little Prince
Fireball
Tombstone Battle Ram Hog Rider Wall Breakers Bandit Little Prince
Poison
Tombstone Little Prince
Lightning
Tombstone Battle Ram Bandit Little Prince
Rocket
Hog Rider Little Prince

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Tombstone Battle Ram

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Wall Breakers Tombstone Bandit Little Prince Battle Ram Hog Rider Giant

Shortest cycle

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

10 Zap Wall Breakers Tombstone Bandit

Attack Synergies 4 10

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
Battle Ram Hog Rider Giant Wall Breakers Bandit Little Prince
Tombstone
Battle Ram
Zap Bandit Wall Breakers
Hog Rider
Zap Giant Bandit Little Prince
Giant
Zap Hog Rider Bandit Little Prince
Wall Breakers
Zap Battle Ram
Bandit
Battle Ram Zap Hog Rider Giant Little Prince
Little Prince
Zap Hog Rider Giant Bandit

Defense Synergies 0 4

Zap
Tombstone Bandit Little Prince
Tombstone
Zap
Battle Ram
Hog Rider
Giant
Wall Breakers
Bandit
Zap Little Prince
Little Prince
Zap 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 Tombstone
Zap Tombstone Bandit
Tombstone Bandit
Tombstone Bandit
Tombstone
Zap Bandit
Zap Tombstone Little Prince
Zap Bandit
Tombstone
Bandit Little Prince
Zap Tombstone Bandit
Zap
Tombstone Zap Bandit
Zap Tombstone
Tombstone Bandit
Zap Bandit
Tombstone
Tombstone Zap Bandit Little Prince
Zap Tombstone Bandit Little Prince
Bandit Little Prince

Counters to secondary win conditions

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

Zap Tombstone Bandit
Bandit Zap
Tombstone Bandit Zap
Zap Bandit
Tombstone Bandit
Zap
Tombstone Bandit
Zap Tombstone Bandit
Tombstone
Tombstone
Zap
Tombstone Bandit
Tombstone Zap Little Prince
Zap

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.)

Bandit
Zap Bandit
Bandit
Zap
Zap
Zap
Zap Bandit
Zap Bandit
Zap
Bandit
Bandit
Zap
Zap Bandit
Bandit
Zap Bandit
Zap Little Prince
Zap
Zap Little Prince
Zap Bandit
Zap Bandit
Zap Bandit
Zap Little Prince
Zap
Zap Bandit
Zap
Zap Tombstone Bandit
Zap
Zap
Zap
Zap
Zap
Zap Bandit Little Prince

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: