My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Wall Breakers

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.

Fire Spirit Wizard 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.

Battle Ram Wizard Bowler Bandit Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

The Log

Punishments

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

Battle Ram 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.

Fire Spirit Battle Ram 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 Electro Wizard

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 Bandit Inferno Dragon
Giant Snowball
Fire Spirit Battle Ram Inferno Dragon
Zap
Fire Spirit Battle Ram Bandit Inferno Dragon
Barbarian Barrel
Fire Spirit Battle Ram Wizard Bandit Electro Wizard
The Log
Fire Spirit Battle Ram Bandit
Earthquake
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Battle Ram Wizard Bowler Bandit Electro Wizard Inferno Dragon
Fireball
Battle Ram Wizard Bowler Bandit Electro Wizard Inferno Dragon
Poison
Wizard Electro Wizard
Lightning
Battle Ram Wizard Bowler Bandit Electro Wizard Inferno Dragon
Rocket
Wizard Bowler Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard Bowler The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Battle Ram Bowler 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.

Fire Spirit Wizard 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.

Fire Spirit The Log Bandit Battle Ram Electro Wizard Inferno Dragon Wizard Bowler

Shortest cycle

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

10 Fire Spirit The Log Bandit Battle Ram

Attack Synergies 2 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.

Fire Spirit
Battle Ram Bowler Bandit Inferno Dragon
Battle Ram
The Log Bandit Fire Spirit Electro Wizard
Wizard
Bandit
Bowler
Fire Spirit The Log Electro Wizard
The Log
Battle Ram Bowler Bandit
Bandit
Battle Ram Fire Spirit Wizard The Log Electro Wizard
Electro Wizard
Battle Ram Bowler Bandit
Inferno Dragon
Fire Spirit

Defense Synergies 1 12

Fire Spirit
The Log Electro Wizard
Battle Ram
Wizard
The Log Bandit Electro Wizard
Bowler
The Log Bandit Electro Wizard
The Log
Bowler Fire Spirit Wizard Bandit Electro Wizard Inferno Dragon
Bandit
Wizard Bowler The Log Electro Wizard
Electro Wizard
Fire Spirit Wizard Bowler The Log Bandit Inferno Dragon
Inferno Dragon
The Log 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.

Bowler Wizard The Log Electro Wizard
Inferno Dragon The Log Bandit Electro Wizard
Bowler Fire Spirit Bandit Electro Wizard Inferno Dragon
Inferno Dragon Bowler Bandit Electro Wizard
Bowler The Log
Bowler The Log Fire Spirit Bandit Electro Wizard
Electro Wizard Inferno Dragon Fire Spirit Wizard
Bowler The Log Bandit Electro Wizard
Inferno Dragon
Fire Spirit Bowler Bandit Electro Wizard
Electro Wizard Wizard Bowler The Log Bandit
Inferno Dragon Wizard Electro Wizard
Bowler Fire Spirit Wizard The Log Bandit Electro Wizard
Fire Spirit Wizard Bowler The Log Electro Wizard
Inferno Dragon Bandit Electro Wizard
Bowler The Log Bandit Electro Wizard Inferno Dragon
Wizard Bowler Electro Wizard
Fire Spirit Wizard Bowler The Log Bandit Electro Wizard
Wizard The Log Fire Spirit Bowler Bandit Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Wizard Bowler Fire Spirit The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Bowler Bandit Electro Wizard
Bandit Electro Wizard Wizard Bowler The Log Inferno Dragon
Bandit Bowler The Log Electro Wizard
Bowler The Log Bandit Electro Wizard
Bowler Bandit Inferno Dragon
Fire Spirit Wizard Electro Wizard
Bowler Bandit Electro Wizard
Inferno Dragon
Electro Wizard The Log Bandit Inferno Dragon
Inferno Dragon
Inferno Dragon Bowler
Bowler The Log Electro Wizard
Bowler Wizard Bandit
Wizard Bowler
Electro Wizard Bowler The Log Inferno Dragon
Bowler Wizard The Log 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.)

The Log Bandit
Bowler The Log Bandit Electro Wizard
The Log Bandit
The Log
Wizard Fire Spirit Bowler The Log
Wizard Fire Spirit
Fire Spirit Wizard Bowler The Log
The Log Fire Spirit Wizard Bowler
The Log Wizard Bandit
Fire Spirit Bowler Electro Wizard
Wizard Bowler The Log Bandit Electro Wizard
Fire Spirit Wizard
Fire Spirit Bowler The Log Bandit
Bandit
The Log
Wizard Bowler The Log Bandit
Wizard Bowler The Log Bandit
Fire Spirit Wizard Bowler The Log Bandit Electro Wizard
Fire Spirit Wizard Bowler The Log
Bowler The Log
Wizard
Bowler The Log
The Log
The Log Fire Spirit Wizard Bowler
Inferno Dragon
The Log Wizard Bowler Bandit Electro Wizard
Wizard Bowler The Log Bandit
The Log Bandit
Fire Spirit Wizard Electro Wizard
Electro Wizard Wizard
Bowler
Wizard The Log Bandit
Electro Wizard
Wizard Bowler The Log
Electro Wizard Fire Spirit Bandit
Fire Spirit Wizard Electro Wizard
The Log
Wizard Bowler Electro Wizard
The Log Wizard Bowler
Bowler The Log Electro Wizard
Electro Wizard
Bowler The Log Bandit Electro Wizard

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