My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Minions Firecracker Magic Archer

Defensive buildings

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

Cannon

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 Bandit Magic Archer

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Fireball

Punishments

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

Hog Rider Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Hog Rider 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.

Firecracker Hog Rider 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
Bats Minions Hog Rider Bandit
Giant Snowball
Bats Minions Cannon Hog Rider
Zap
Bats Minions Cannon Firecracker Bandit
Barbarian Barrel
Cannon Firecracker Bandit Magic Archer
The Log
Cannon Firecracker Hog Rider Bandit
Earthquake
Cannon Firecracker Hog Rider
Arrows
Bats Minions Firecracker
Royal Delivery
Bats Minions Firecracker Hog Rider Bandit Magic Archer
Fireball
Minions Cannon Firecracker Hog Rider Bandit Magic Archer
Poison
Bats Minions Cannon Firecracker Magic Archer
Lightning
Cannon Bandit Magic Archer
Rocket
Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball 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.

Bats

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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 Fireball

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Minions Cannon Firecracker Bandit Fireball Hog Rider Magic Archer

Shortest cycle

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

11 Bats Minions Cannon Firecracker

Attack Synergies 4 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.

Bats
Hog Rider Minions Firecracker Bandit
Minions
Hog Rider Bats Firecracker Bandit
Cannon
Firecracker
Hog Rider Bats Minions Bandit
Fireball
Hog Rider Magic Archer
Hog Rider
Bats Minions Firecracker Fireball Bandit Magic Archer
Bandit
Bats Minions Firecracker Hog Rider Magic Archer
Magic Archer
Fireball Hog Rider Bandit

Defense Synergies 0 14

Bats
Minions Cannon Firecracker Bandit
Minions
Bats Cannon Firecracker Bandit
Cannon
Bats Minions Firecracker Fireball Bandit Magic Archer
Firecracker
Bats Minions Cannon Bandit
Fireball
Cannon Bandit
Hog Rider
Bandit
Bats Minions Cannon Firecracker Fireball Magic Archer
Magic Archer
Cannon 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.

Minions Cannon Firecracker Fireball Magic Archer
Bats Minions Cannon Firecracker Bandit
Cannon Bats Minions Bandit
Cannon Bats Minions Firecracker Bandit
Firecracker Fireball
Fireball Bats Minions Cannon Firecracker Bandit Magic Archer
Bats Minions Cannon Firecracker Fireball Magic Archer
Cannon Fireball Bandit Magic Archer
Cannon Minions
Cannon Firecracker Bandit
Bats Minions Cannon Firecracker Fireball Bandit Magic Archer
Minions Bats Firecracker Fireball Magic Archer
Cannon Bats Minions Fireball Bandit
Fireball Bats Minions Cannon Firecracker Magic Archer
Cannon Bandit
Cannon Fireball Bandit
Bats Minions Cannon Firecracker Fireball
Cannon Fireball Bats Minions Firecracker Bandit Magic Archer
Bats Minions Cannon Firecracker Fireball Bandit Magic Archer
Cannon
Bats Minions Cannon Firecracker Fireball Bandit

Counters to secondary win conditions

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

Fireball Bandit
Fireball Bandit Firecracker Magic Archer
Bandit Bats Minions
Bats Fireball Bandit
Cannon Bandit
Firecracker Fireball Bats Minions Magic Archer
Bats Minions Fireball Bandit
Bats Minions Firecracker Fireball Bandit Magic Archer
Cannon
Bats Minions
Fireball
Cannon Fireball Bandit
Cannon Firecracker Fireball Magic Archer
Bats Minions Firecracker Fireball Magic Archer
Bats Minions Cannon Firecracker Fireball Magic Archer
Cannon Fireball

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.)

Fireball Magic Archer Firecracker Bandit
Firecracker Fireball Bandit Magic Archer
Fireball Bandit Magic Archer
Firecracker Fireball
Fireball Firecracker Magic Archer
Firecracker Fireball Bats Minions Magic Archer
Firecracker Magic Archer
Fireball Firecracker Magic Archer
Fireball Firecracker Bandit
Bats Minions Fireball
Firecracker Fireball Bandit Magic Archer
Fireball Firecracker Magic Archer
Firecracker Fireball Bandit Magic Archer
Minions Firecracker Fireball Bandit Magic Archer
Firecracker Fireball Magic Archer
Firecracker Fireball Bandit Magic Archer
Magic Archer Firecracker Fireball Bandit
Fireball
Bats Minions
Firecracker Fireball Bandit Magic Archer
Firecracker Fireball Magic Archer
Minions Fireball Magic Archer
Fireball
Fireball
Firecracker Fireball Magic Archer
Firecracker Fireball Bandit Magic Archer
Fireball Bandit Magic Archer
Fireball Firecracker Bandit Magic Archer
Bats Firecracker Fireball Magic Archer
Bats Minions Firecracker Fireball
Fireball
Fireball Bandit Magic Archer
Firecracker Fireball Magic Archer
Firecracker Fireball Magic Archer
Bats Minions Fireball Bandit Magic Archer
Fireball Firecracker Magic Archer
Fireball
Fireball Firecracker Magic Archer
Firecracker Fireball Magic Archer
Fireball
Firecracker
Bats Minions Firecracker Fireball Magic Archer
Firecracker Bats Fireball Magic Archer
Firecracker Fireball Bandit Magic Archer
Fireball Firecracker

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