My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Good
Versatility
Mediocre
F2P score
Mediocre

2 problems 3 warnings Why?

Missing cards in your collection

Bandit

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!
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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Rascals

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.

Rascals

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Fireball Rage Tornado The Log

Punishments

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

Hog Rider

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.

Goblins Rascals Hog Rider

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

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
Hog Rider
Giant Snowball
Goblins Hog Rider
Zap
Goblins
Barbarian Barrel
Goblins Rascals
The Log
Goblins Rascals Hog Rider
Earthquake
Hog Rider
Arrows
Goblins Rascals
Royal Delivery
Goblins Rascals Hog Rider
Fireball
Rascals Hog Rider
Poison
Rascals
Lightning
Rocket
Rascals Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Tornado The Log

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.

Rage Tornado

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.

Goblins 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Goblins Rage The Log Tornado Fireball Hog Rider Rascals

Shortest cycle

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

6 Mirror Goblins Rage The Log

Attack Synergies 7 6

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.

Goblins
Hog Rider
Rascals
Hog Rider
Fireball
Hog Rider Mirror Tornado The Log
Hog Rider
Goblins Fireball Rage The Log Rascals Mirror Tornado
Mirror
Fireball The Log Hog Rider Tornado
Rage
Hog Rider
Tornado
Fireball Hog Rider Mirror The Log
The Log
Hog Rider Mirror Fireball Tornado

Defense Synergies 4 5

Goblins
The Log
Rascals
Tornado The Log
Fireball
Mirror Tornado The Log
Hog Rider
Mirror
Fireball Tornado The Log
Rage
Tornado
Fireball Mirror Rascals The Log
The Log
Fireball Goblins Rascals Mirror Tornado

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.

Fireball The Log
Goblins Rascals The Log
Tornado Goblins Rascals
Goblins Rascals
Fireball Tornado The Log
Fireball Tornado The Log Goblins Rascals
Tornado Rascals Fireball
Rascals Fireball The Log
Goblins Rascals Tornado
Tornado Goblins Rascals
Goblins Rascals Fireball Tornado The Log
Rascals Fireball Tornado
Rascals Fireball The Log
Fireball Goblins Rascals Tornado The Log
Rascals
Tornado Rascals Fireball The Log
Goblins Rascals Fireball Tornado
Fireball Goblins Rascals Tornado The Log
Tornado The Log Rascals Fireball
Tornado
Rascals Goblins Fireball The Log

Counters to secondary win conditions

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

Rascals Goblins Fireball
Fireball The Log
Goblins Rascals The Log
Rascals Fireball Tornado The Log
Rascals
Fireball Rascals Tornado
Rascals Goblins Fireball
Rascals
Goblins Fireball Tornado The Log
Rascals
Fireball Tornado The Log
Rascals Fireball
Rascals Fireball
Rascals Goblins Fireball Tornado The Log
Rascals Fireball 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.)

Fireball Rascals The Log
Fireball Tornado The Log
Fireball The Log
Rascals Fireball The Log
Fireball The Log
Fireball Tornado
Tornado The Log
Fireball The Log Tornado
Fireball The Log Tornado
Goblins Fireball Tornado
Fireball Tornado The Log
Fireball Tornado
Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball Tornado
Fireball The Log
Fireball Tornado The Log
Fireball The Log
Fireball Tornado
Tornado The Log
Fireball The Log
Tornado The Log Fireball
Fireball The Log Tornado
Fireball Tornado The Log
Fireball Tornado The Log
Fireball Tornado
Fireball
Fireball
Fireball The Log
Fireball
Fireball The Log
Fireball
Fireball Tornado
The Log Fireball
Fireball Rascals
The Log Fireball
Fireball Tornado
Rascals Fireball Tornado The Log
Fireball Tornado
Fireball Tornado The Log

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