My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Good
Versatility
Good
F2P score
Bad

2 warnings Why?

Missing cards in your collection

Rascals Magic Archer Mega Knight

Deck tips

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

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.

Minions Witch

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.

Giant Witch Bandit

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Rage The Log

Punishments

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

Giant 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.

Giant 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
Minions Giant Bandit
Giant Snowball
Minions Witch
Zap
Minions Witch Bandit
Barbarian Barrel
Witch Bandit
The Log
Witch Bandit
Earthquake
Witch
Arrows
Minions Witch
Royal Delivery
Minions Witch Bandit
Fireball
Minions Witch Bandit
Poison
Minions Witch
Lightning
Witch Bandit
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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

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.

Minions Witch

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.

Mirror Zap Rage The Log Minions Bandit Giant Witch

Shortest cycle

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

6 Mirror Zap Rage The Log

Attack Synergies 7 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 Mirror Minions Witch The Log Bandit
Minions
Giant Rage Zap Bandit
Giant
Zap Minions Rage Witch The Log Bandit
Mirror
Zap The Log
Rage
Minions Giant Witch
Witch
Rage Zap Giant Bandit
The Log
Mirror Zap Giant Bandit
Bandit
Zap Minions Giant Witch The Log

Defense Synergies 1 10

Zap
Mirror Minions Witch The Log Bandit
Minions
Zap The Log Bandit
Giant
Mirror
Zap The Log
Rage
Witch
Zap The Log Bandit
The Log
Zap Minions Mirror Witch Bandit
Bandit
Zap Minions Witch 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 Minions The Log
Zap Minions Witch The Log Bandit
Witch Minions Bandit
Witch Minions Bandit
The Log
The Log Zap Minions Bandit
Minions Zap Witch
Zap The Log Bandit
Witch Minions
Bandit
Minions Witch Zap The Log Bandit
Minions Zap Witch
Zap Minions Witch The Log Bandit
Zap Minions Witch The Log
Bandit
Zap The Log Bandit
Minions Witch
Zap Minions Witch The Log Bandit
Zap Witch The Log Minions Bandit
Minions Witch The Log Bandit

Counters to secondary win conditions

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

Zap Witch Bandit
Bandit Zap The Log
Bandit Zap Minions Witch The Log
Zap The Log Bandit
Witch Bandit
Zap Minions Witch
Minions Witch Bandit
Zap Minions Witch The Log Bandit
Witch
Minions Witch
Zap The Log
Witch Bandit
Witch
Witch Zap Minions The Log
Minions Zap Witch 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.)

The Log Bandit
Zap The Log Bandit
The Log Bandit
The Log
Zap The Log
Zap Minions Witch
Witch The Log
The Log Zap
The Log Zap Bandit
Minions
Zap The Log Bandit
Zap
The Log Bandit
Minions Bandit
Zap The Log
Zap Witch The Log Bandit
The Log Bandit
Minions
Zap The Log Bandit
Zap Witch The Log
Minions The Log
The Log
Zap The Log
Zap The Log Witch
Witch
The Log Zap Witch Bandit
Zap Witch The Log Bandit
Zap The Log Bandit
Zap Witch
Zap Minions Witch
Zap The Log Bandit
Zap
The Log
Zap Minions Witch Bandit
Zap Witch
The Log
The Log Zap
Zap
Zap Minions Witch The Log
Zap Witch
Zap Witch The Log Bandit

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