My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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.

Firecracker Electro Wizard Ram Rider

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.

Firecracker Battle Ram Balloon Bandit Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Battle Ram Balloon Ram Rider

Damage spells

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

Zap The Log

Punishments

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

Battle Ram Balloon Bandit Ram Rider

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.

Battle Ram Balloon Bandit Ram Rider

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.

Firecracker Balloon Bandit Electro Wizard Ram Rider

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 Balloon Bandit Ram Rider
Giant Snowball
Battle Ram Balloon Ram Rider
Zap
Firecracker Battle Ram Balloon Bandit Ram Rider
Barbarian Barrel
Firecracker Battle Ram Bandit Electro Wizard
The Log
Firecracker Battle Ram Bandit Ram Rider
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Battle Ram Balloon Bandit Electro Wizard Ram Rider
Fireball
Firecracker Battle Ram Balloon Bandit Electro Wizard Ram Rider
Poison
Firecracker Balloon Electro Wizard
Lightning
Battle Ram Balloon Bandit Electro Wizard Ram Rider
Rocket
Balloon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker 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.

Battle Ram

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.

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.

Zap The Log Firecracker Bandit Battle Ram Electro Wizard Balloon Ram Rider

Shortest cycle

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

10 Zap The Log Firecracker Bandit

Attack Synergies 7 15

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
Firecracker Battle Ram Balloon Electro Wizard Ram Rider The Log Bandit
Firecracker
Zap Battle Ram Balloon Bandit Ram Rider
Battle Ram
Zap The Log Bandit Firecracker Electro Wizard
Balloon
Zap Firecracker The Log Bandit Electro Wizard
The Log
Battle Ram Zap Balloon Bandit Ram Rider
Bandit
Battle Ram Zap Firecracker Balloon The Log Electro Wizard Ram Rider
Electro Wizard
Zap Battle Ram Balloon Bandit Ram Rider
Ram Rider
Zap Firecracker The Log Bandit Electro Wizard

Defense Synergies 2 12

Zap
Electro Wizard Firecracker The Log Bandit Ram Rider
Firecracker
The Log Zap Bandit Electro Wizard
Battle Ram
Balloon
The Log
Firecracker Zap Bandit Electro Wizard Ram Rider
Bandit
Zap Firecracker The Log Electro Wizard Ram Rider
Electro Wizard
Zap Firecracker The Log Bandit Ram Rider
Ram Rider
Zap The Log 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.

Zap Firecracker The Log Electro Wizard Ram Rider
Zap Firecracker The Log Bandit Electro Wizard Ram Rider
Ram Rider Bandit Electro Wizard
Firecracker Bandit Electro Wizard Ram Rider
Firecracker The Log
The Log Zap Firecracker Bandit Electro Wizard
Electro Wizard Ram Rider Zap Firecracker
Zap The Log Bandit Electro Wizard Ram Rider
Firecracker Bandit Electro Wizard
Electro Wizard Zap Firecracker The Log Bandit Ram Rider
Zap Firecracker Electro Wizard Ram Rider
Zap The Log Bandit Electro Wizard Ram Rider
Zap Firecracker The Log Electro Wizard
Bandit Electro Wizard Ram Rider
Zap The Log Bandit Electro Wizard Ram Rider
Firecracker Electro Wizard
Zap Firecracker The Log Bandit Electro Wizard Ram Rider
Zap The Log Firecracker Bandit Electro Wizard Ram Rider
Electro Wizard Ram Rider
Firecracker The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Zap Bandit Electro Wizard
Bandit Electro Wizard Zap Firecracker The Log
Bandit Zap The Log Electro Wizard Ram Rider
Zap The Log Bandit Electro Wizard Ram Rider
Bandit Ram Rider
Firecracker Zap Electro Wizard Ram Rider
Bandit Electro Wizard Ram Rider
Zap Electro Wizard Firecracker The Log Bandit
Zap The Log Electro Wizard
Bandit Ram Rider
Firecracker
Electro Wizard Zap Firecracker The Log
Zap Firecracker The Log Electro Wizard
Zap Electro Wizard

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.)

Firecracker The Log Bandit
Firecracker Zap The Log Bandit Electro Wizard Ram Rider
The Log Bandit
Firecracker The Log
Zap Firecracker The Log
Firecracker Zap Ram Rider
Firecracker The Log
The Log Zap Firecracker Ram Rider
The Log Zap Firecracker Bandit Ram Rider
Electro Wizard
Firecracker Zap The Log Bandit Electro Wizard Ram Rider
Zap Firecracker
Firecracker The Log Bandit
Firecracker Bandit
Zap Firecracker The Log
Zap Firecracker The Log Bandit
Firecracker The Log Bandit
Zap Firecracker The Log Bandit Electro Wizard
Zap Firecracker The Log
The Log
The Log
Zap The Log
Zap Firecracker The Log
Firecracker The Log Zap Bandit Electro Wizard Ram Rider
Zap The Log Bandit Ram Rider
Zap Firecracker The Log Bandit
Zap Firecracker Electro Wizard
Zap Electro Wizard Firecracker
Zap The Log Bandit
Zap Firecracker Electro Wizard
Firecracker The Log
Zap Electro Wizard Bandit
Zap Firecracker Electro Wizard Ram Rider
The Log
Firecracker Electro Wizard
The Log Zap Firecracker
Zap
Firecracker
Zap Firecracker The Log Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker The Log Bandit Electro Wizard
Firecracker

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