My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

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 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!
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.

Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bomber Bandit Magic Archer

Offensive cards

Win conditions

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

Mortar Wall Breakers

Damage spells

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

Rage The Log

Punishments

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

Mortar Wall Breakers 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.

Mortar Wall Breakers Bandit Magic Archer

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 Magic Archer

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
Bomber Wall Breakers Guards Bandit
Giant Snowball
Bomber Wall Breakers Guards
Zap
Bomber Mortar Wall Breakers Guards Bandit
Barbarian Barrel
Bomber Mortar Wall Breakers Guards Bandit Magic Archer
The Log
Bomber Wall Breakers Guards Bandit
Earthquake
Bomber Mortar Guards
Arrows
Bomber Wall Breakers Guards
Royal Delivery
Bomber Wall Breakers Guards Bandit Magic Archer
Fireball
Bomber Mortar Wall Breakers Bandit Magic Archer
Poison
Bomber Mortar Guards Magic Archer
Lightning
Mortar Bandit Magic Archer
Rocket
Mortar Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Mortar The Log Magic Archer

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

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.

Bomber Wall Breakers Rage The Log Guards Bandit Mortar Magic Archer

Shortest cycle

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

8 Bomber Wall Breakers Rage The Log

Attack Synergies 0 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.

Bomber
Mortar Bandit
Mortar
Bomber The Log Bandit
Wall Breakers
The Log
Rage
Guards
The Log Bandit
The Log
Mortar Wall Breakers Guards Bandit Magic Archer
Bandit
Bomber Mortar Guards The Log Magic Archer
Magic Archer
The Log Bandit

Defense Synergies 0 12

Bomber
Mortar Guards The Log Bandit
Mortar
Bomber Guards The Log Bandit
Wall Breakers
Rage
Guards
Bomber Mortar The Log Magic Archer
The Log
Bomber Mortar Guards Bandit Magic Archer
Bandit
Bomber Mortar The Log Magic Archer
Magic Archer
Guards The Log Bandit

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.

Bomber Mortar The Log Magic Archer
Mortar The Log Bandit
Mortar Bomber Bandit
Mortar Guards Bandit
Bomber The Log
The Log Bomber Guards Bandit Magic Archer
Mortar Magic Archer
The Log Bandit Magic Archer
Mortar
Guards Bomber Bandit
Guards Bomber The Log Bandit Magic Archer
Magic Archer
Mortar Bomber Guards The Log Bandit
Bomber Mortar Guards The Log Magic Archer
Mortar Bandit
Mortar The Log Bandit
Bomber Mortar
Mortar Bomber Guards The Log Bandit Magic Archer
Mortar The Log Bomber Guards Bandit Magic Archer
Mortar
Bomber Guards The Log Bandit
Mortar

Counters to secondary win conditions

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

Guards Bandit
Bandit Bomber Mortar The Log Magic Archer
Guards Bandit The Log
Guards The Log Bandit
Guards Bandit
Magic Archer
Guards Bandit
Mortar The Log Bandit Magic Archer
Guards
Guards
Guards The Log
Guards Bandit
Bomber Magic Archer
Guards Bomber Mortar The Log Magic Archer
Bomber The Log Magic Archer
Bomber Mortar

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.)

Magic Archer Mortar Guards The Log Bandit
Mortar The Log Bandit Magic Archer
The Log Bandit Magic Archer
Guards The Log
Bomber Mortar The Log Magic Archer
Magic Archer
Bomber Mortar The Log Magic Archer
The Log Magic Archer
The Log Mortar Bandit
Guards
Mortar The Log Bandit Magic Archer
Magic Archer
Mortar The Log Bandit Magic Archer
Mortar Bandit Magic Archer
Mortar The Log Magic Archer
Bomber Mortar The Log Bandit Magic Archer
Magic Archer Mortar The Log Bandit
Mortar
Bomber
Bomber Mortar The Log Bandit Magic Archer
Bomber Mortar The Log Magic Archer
The Log Magic Archer
The Log
Mortar The Log
The Log Bomber Mortar Magic Archer
Mortar The Log Bandit Magic Archer
Mortar The Log Bandit Magic Archer
Mortar The Log Bandit Magic Archer
Magic Archer
Guards
Bomber Mortar The Log Bandit Magic Archer
Magic Archer
The Log Magic Archer
Guards Bandit Magic Archer
Magic Archer
The Log
Magic Archer
The Log Bomber Mortar Magic Archer
Guards The Log Magic Archer
Magic Archer
Mortar The Log Bandit Magic Archer
Mortar

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