My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

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!
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.

Bats Firecracker Wizard

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 Firecracker Wizard Rune Giant Bandit Monk

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Tornado

Punishments

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

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.

Battle Healer Rune 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.

Firecracker Bandit Monk

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 Bandit
Giant Snowball
Bats
Zap
Bats Firecracker Bandit
Barbarian Barrel
Firecracker Wizard Bandit
The Log
Firecracker Bandit
Earthquake
Firecracker
Arrows
Bats Firecracker
Royal Delivery
Bats Firecracker Battle Healer Wizard Bandit
Fireball
Firecracker Battle Healer Wizard Bandit
Poison
Bats Firecracker Battle Healer Wizard
Lightning
Battle Healer Wizard Bandit Monk
Rocket
Battle Healer Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Tornado

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 Battle Healer Tornado Rune Giant

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Firecracker Tornado Bandit Battle Healer Rune Giant Wizard Monk

Shortest cycle

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

11 Bats Firecracker Tornado Bandit

Attack Synergies 1 12

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
Firecracker Battle Healer Rune Giant Bandit
Firecracker
Bats Battle Healer Tornado Rune Giant Bandit Monk
Battle Healer
Bats Firecracker Tornado Bandit
Wizard
Tornado Bandit
Tornado
Wizard Firecracker Battle Healer
Rune Giant
Bats Firecracker
Bandit
Bats Firecracker Battle Healer Wizard
Monk
Firecracker

Defense Synergies 1 9

Bats
Firecracker Battle Healer Bandit
Firecracker
Bats Battle Healer Tornado Bandit
Battle Healer
Bats Firecracker Tornado Bandit
Wizard
Tornado Bandit
Tornado
Wizard Firecracker Battle Healer
Rune Giant
Bandit
Bats Firecracker Battle Healer Wizard
Monk

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.

Firecracker Wizard
Bats Firecracker Battle Healer Bandit Monk
Tornado Bats Bandit
Bats Firecracker Bandit Monk
Firecracker Battle Healer Tornado Monk
Tornado Bats Firecracker Bandit
Bats Tornado Firecracker Wizard
Battle Healer Bandit Monk
Tornado
Tornado Firecracker Battle Healer Bandit
Bats Firecracker Wizard Tornado Bandit
Bats Firecracker Wizard Tornado
Bats Battle Healer Wizard Bandit
Wizard Bats Firecracker Tornado
Bandit
Tornado Monk Bandit
Wizard Bats Firecracker Tornado
Bats Firecracker Battle Healer Wizard Tornado Bandit
Wizard Tornado Bats Firecracker Battle Healer Bandit
Tornado
Wizard Bats Firecracker Battle Healer Bandit

Counters to secondary win conditions

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

Battle Healer Bandit
Bandit Firecracker Battle Healer Wizard Monk
Bandit Bats Battle Healer
Bats Battle Healer Tornado Bandit Monk
Battle Healer Bandit
Firecracker Wizard Bats Tornado Monk
Bats Battle Healer Bandit
Battle Healer
Bats Firecracker Tornado Bandit Monk
Bats
Monk Tornado
Wizard Bandit
Wizard Firecracker
Bats Firecracker Battle Healer Tornado Monk
Bats Firecracker Battle Healer 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 Bandit Monk
Firecracker Monk Tornado Bandit
Bandit
Firecracker
Wizard Firecracker
Firecracker Wizard Bats Tornado Monk
Firecracker Wizard Tornado
Firecracker Wizard Tornado
Monk Firecracker Wizard Tornado Bandit
Bats Tornado
Firecracker Monk Wizard Tornado Bandit
Monk Firecracker Wizard Tornado
Firecracker Bandit
Firecracker Bandit Monk
Firecracker
Firecracker Wizard Bandit
Firecracker Wizard Bandit
Monk Tornado
Bats
Firecracker Wizard Bandit Monk
Firecracker Wizard Tornado Monk
Monk
Wizard Tornado
Tornado Monk
Monk
Firecracker Tornado Wizard
Firecracker Wizard Tornado Bandit Monk
Wizard Tornado Bandit Monk
Firecracker Tornado Bandit
Bats Firecracker Wizard Tornado
Bats Firecracker Wizard
Wizard Bandit
Firecracker Monk
Firecracker Wizard Monk
Bats Bandit
Firecracker Wizard Tornado Monk
Firecracker Wizard
Firecracker Wizard
Monk Tornado
Firecracker
Bats Firecracker Tornado
Firecracker Bats Tornado
Firecracker Tornado Bandit Monk
Firecracker Wizard Monk

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