My Best Clash Royale Deck

Deck Check Rating

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

1 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.

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.

Archers Wizard Inferno Dragon

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.

Archers Giant Wizard Inferno Dragon

Offensive cards

Win conditions

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

Giant Miner

Damage spells

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

Zap Rage

Punishments

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

Giant Miner

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Miner

Dropped at the bridge

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

Giant

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.

Miner

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 Guards Miner Inferno Dragon
Giant Snowball
Archers Guards Miner Inferno Dragon
Zap
Archers Guards Inferno Dragon
Barbarian Barrel
Archers Wizard Guards
The Log
Archers Guards
Earthquake
Archers Guards
Arrows
Archers Guards
Royal Delivery
Archers Wizard Guards Miner Inferno Dragon
Fireball
Archers Wizard Inferno Dragon
Poison
Archers Wizard Guards
Lightning
Wizard Inferno Dragon
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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 Guards Miner Inferno Dragon

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.

Wizard

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.

Zap Rage Archers Guards Miner Inferno Dragon Giant Wizard

Shortest cycle

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

10 Zap Rage Archers Guards

Attack Synergies 5 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
Giant Miner Archers Guards
Archers
Zap Giant Miner Inferno Dragon
Giant
Zap Rage Miner Archers Wizard Guards
Wizard
Giant Rage Miner
Rage
Giant Wizard
Guards
Miner Zap Giant
Miner
Zap Giant Guards Archers Wizard Inferno Dragon
Inferno Dragon
Archers Miner

Defense Synergies 0 6

Zap
Archers Guards Miner Inferno Dragon
Archers
Zap Guards
Giant
Wizard
Guards
Rage
Guards
Zap Archers Wizard
Miner
Zap
Inferno Dragon
Zap

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 Wizard
Inferno Dragon Zap
Archers Inferno Dragon
Inferno Dragon Guards
Zap Archers Guards
Inferno Dragon Zap Archers Wizard
Zap
Inferno Dragon
Guards Archers Miner
Archers Guards Zap Wizard
Inferno Dragon Zap Archers Wizard
Zap Wizard Guards
Wizard Zap Guards
Inferno Dragon
Zap Inferno Dragon
Wizard
Zap Archers Wizard Guards
Zap Wizard Archers Guards Inferno Dragon
Inferno Dragon
Wizard Archers Guards

Counters to secondary win conditions

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

Guards Zap Archers
Zap Archers Wizard Miner Inferno Dragon
Guards Zap
Guards Zap
Guards Inferno Dragon
Wizard Zap Archers
Guards Archers
Inferno Dragon
Zap Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Guards
Zap Guards
Wizard Guards
Wizard Archers
Guards Zap Archers Inferno Dragon
Zap Archers Wizard Inferno Dragon

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
Zap Miner
Miner
Guards
Wizard Zap
Wizard Zap
Archers Wizard
Zap Wizard
Miner Zap Wizard
Guards
Miner Zap Wizard
Zap Archers Wizard
Miner
Zap
Zap Wizard
Wizard
Zap Archers Wizard
Zap Wizard Miner
Wizard
Zap
Zap Wizard
Inferno Dragon
Miner Zap Wizard
Zap Wizard Miner
Miner Zap
Zap Archers Wizard
Zap Wizard Guards
Zap Wizard Miner
Zap
Wizard
Zap Archers Guards
Zap Archers Wizard
Miner Wizard
Zap Wizard
Zap
Zap Guards
Zap
Zap Miner

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