My Best Clash Royale Deck

Deck Check Rating

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

Why?

Missing cards in your collection

Fisherman

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Electro 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.

Bats Balloon Bandit Electro Wizard Inferno Dragon Lumberjack

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows Fireball

Punishments

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

Balloon Bandit Lumberjack

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.

Balloon Bandit Lumberjack

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.

Balloon Bandit Electro Wizard Lumberjack

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
Bats Balloon Bandit Inferno Dragon
Giant Snowball
Bats Balloon Inferno Dragon Lumberjack
Zap
Bats Balloon Bandit Inferno Dragon
Barbarian Barrel
Bandit Electro Wizard Lumberjack
The Log
Bandit Lumberjack
Earthquake
Arrows
Bats
Royal Delivery
Bats Balloon Bandit Electro Wizard Inferno Dragon Lumberjack
Fireball
Balloon Bandit Electro Wizard Inferno Dragon Lumberjack
Poison
Bats Balloon Electro Wizard
Lightning
Balloon Bandit Electro Wizard Inferno Dragon Lumberjack
Rocket
Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

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.

Bats Arrows Inferno Dragon

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.

Fireball Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Bandit Fireball Electro Wizard Inferno Dragon Lumberjack Balloon

Shortest cycle

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

12 Bats Arrows Bandit Fireball

Attack Synergies 4 11

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.

Bats
Balloon Bandit Inferno Dragon Lumberjack
Arrows
Fireball Balloon Bandit Lumberjack
Fireball
Arrows Electro Wizard
Balloon
Bats Arrows Lumberjack Bandit Electro Wizard
Bandit
Bats Arrows Balloon Electro Wizard Lumberjack
Electro Wizard
Fireball Balloon Bandit Lumberjack
Inferno Dragon
Bats
Lumberjack
Balloon Bats Arrows Bandit Electro Wizard

Defense Synergies 0 14

Bats
Bandit Electro Wizard Inferno Dragon Lumberjack
Arrows
Fireball Bandit Lumberjack
Fireball
Arrows Bandit Electro Wizard Lumberjack
Balloon
Bandit
Bats Arrows Fireball Electro Wizard Lumberjack
Electro Wizard
Bats Fireball Bandit Inferno Dragon Lumberjack
Inferno Dragon
Bats Electro Wizard
Lumberjack
Bats Arrows Fireball Bandit Electro Wizard

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 Electro Wizard
Inferno Dragon Lumberjack Bats Bandit Electro Wizard
Lumberjack Bats Bandit Electro Wizard Inferno Dragon
Inferno Dragon Lumberjack Bats Bandit Electro Wizard
Arrows Fireball Lumberjack
Arrows Fireball Bats Bandit Electro Wizard Lumberjack
Bats Electro Wizard Inferno Dragon Arrows Fireball
Arrows Fireball Bandit Electro Wizard
Inferno Dragon Lumberjack
Bandit Electro Wizard Lumberjack
Bats Electro Wizard Arrows Fireball Bandit Lumberjack
Arrows Inferno Dragon Bats Fireball Electro Wizard
Lumberjack Bats Fireball Bandit Electro Wizard
Fireball Bats Arrows Electro Wizard Lumberjack
Inferno Dragon Bandit Electro Wizard Lumberjack
Fireball Bandit Electro Wizard Inferno Dragon Lumberjack
Bats Arrows Fireball Electro Wizard Lumberjack
Arrows Fireball Bats Bandit Electro Wizard Lumberjack
Arrows Bats Fireball Bandit Electro Wizard Inferno Dragon Lumberjack
Electro Wizard Inferno Dragon Lumberjack
Bats Arrows Fireball Bandit Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Fireball Bandit Electro Wizard
Fireball Bandit Electro Wizard Arrows Inferno Dragon Lumberjack
Bandit Lumberjack Bats Electro Wizard
Lumberjack Bats Fireball Bandit Electro Wizard
Bandit Inferno Dragon Lumberjack
Arrows Fireball Bats Electro Wizard
Bats Fireball Bandit Electro Wizard Lumberjack
Inferno Dragon Lumberjack
Electro Wizard Bats Fireball Bandit Inferno Dragon
Inferno Dragon
Inferno Dragon Bats Lumberjack
Arrows Fireball Electro Wizard
Fireball Bandit Lumberjack
Fireball
Electro Wizard Bats Fireball Inferno Dragon Lumberjack
Bats Arrows Fireball Electro 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.)

Fireball Arrows Bandit
Arrows Fireball Bandit Electro Wizard
Arrows Fireball Bandit
Arrows Fireball
Fireball Arrows
Arrows Fireball Bats
Arrows
Arrows Fireball
Arrows Fireball Bandit
Bats Fireball Electro Wizard Lumberjack
Arrows Fireball Bandit Electro Wizard
Fireball Arrows
Fireball Bandit
Arrows Fireball Bandit
Arrows Fireball
Arrows Fireball Bandit
Arrows Fireball Bandit
Arrows Fireball
Bats
Arrows Fireball Bandit Electro Wizard
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Inferno Dragon
Arrows Fireball Bandit Electro Wizard
Fireball Arrows Bandit
Fireball Arrows Bandit
Bats Arrows Fireball Electro Wizard
Electro Wizard Bats Fireball
Fireball
Arrows Fireball Bandit
Arrows Fireball Electro Wizard
Arrows Fireball
Electro Wizard Bats Fireball Bandit
Fireball Arrows Electro Wizard
Arrows Fireball
Fireball Electro Wizard Lumberjack
Arrows Fireball
Arrows Fireball
Bats Fireball Electro Wizard
Bats Fireball Electro Wizard
Fireball Bandit Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: