My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
Mediocre

1 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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.

Bats Rascals

Defensive buildings

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

Bomb Tower

Investments

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

Bats Rascals Dark Prince Bandit

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows The Log

Punishments

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

Dark Prince 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.

Rascals Dark Prince 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.

Dark Prince Bandit

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 Guards Dark Prince Bandit
Giant Snowball
Bats Guards
Zap
Bats Guards Dark Prince Bandit
Barbarian Barrel
Rascals Bomb Tower Guards Dark Prince Bandit
The Log
Rascals Guards Dark Prince Bandit
Earthquake
Bomb Tower Guards
Arrows
Bats Rascals Guards
Royal Delivery
Bats Rascals Guards Dark Prince Bandit
Fireball
Rascals Bomb Tower Bandit
Poison
Bats Rascals Bomb Tower Guards
Lightning
Bomb Tower Dark Prince Bandit
Rocket
Rascals Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower Dark Prince 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.

Bats Arrows Guards Dark Prince

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Arrows Guards Bandit Bomb Tower Dark Prince Rascals

Shortest cycle

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

10 Bats The Log Arrows Guards

Attack Synergies 0 11

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
Rascals Dark Prince Bandit
Arrows
Dark Prince Bandit
Rascals
Bats Dark Prince Bandit
Bomb Tower
Guards
The Log Bandit
Dark Prince
Bats Arrows Rascals Bandit
The Log
Guards Bandit
Bandit
Bats Arrows Rascals Guards Dark Prince The Log

Defense Synergies 1 13

Bats
Rascals Bomb Tower Dark Prince The Log Bandit
Arrows
Bomb Tower Dark Prince Bandit
Rascals
Bats The Log
Bomb Tower
The Log Bats Arrows
Guards
The Log
Dark Prince
Bats Arrows The Log Bandit
The Log
Bomb Tower Bats Rascals Guards Dark Prince Bandit
Bandit
Bats Arrows Dark Prince The Log

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.

The Log
Bomb Tower Bats Rascals Dark Prince The Log Bandit
Bomb Tower Bats Rascals Dark Prince Bandit
Bomb Tower Bats Rascals Guards Dark Prince Bandit
Arrows Bomb Tower Dark Prince The Log
Arrows The Log Bats Rascals Bomb Tower Guards Dark Prince Bandit
Bats Arrows Rascals Bomb Tower
Arrows Rascals Bomb Tower The Log Bandit
Rascals Bomb Tower
Guards Rascals Dark Prince Bandit
Bats Guards Arrows Rascals Bomb Tower Dark Prince The Log Bandit
Arrows Bats Rascals
Bomb Tower Bats Rascals Guards Dark Prince The Log Bandit
Bomb Tower Bats Arrows Rascals Guards Dark Prince The Log
Rascals Bomb Tower Bandit
Bomb Tower Rascals The Log Bandit
Bomb Tower Bats Arrows Rascals Dark Prince
Arrows Bomb Tower Bats Rascals Guards Dark Prince The Log Bandit
Arrows Bomb Tower The Log Bats Rascals Guards Dark Prince Bandit
Bomb Tower
Rascals Dark Prince Bats Arrows Bomb Tower Guards The Log Bandit

Counters to secondary win conditions

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

Rascals Guards Dark Prince Bandit
Bandit Arrows Bomb Tower The Log
Guards Bandit Bats Rascals Bomb Tower Dark Prince The Log
Guards Dark Prince Bats Rascals The Log Bandit
Rascals Guards Dark Prince Bandit
Arrows Bats Rascals Bomb Tower
Rascals Guards Dark Prince Bats Bomb Tower Bandit
Rascals Bomb Tower Dark Prince
Bats Bomb Tower Dark Prince The Log Bandit
Guards
Bats Rascals Bomb Tower Guards Dark Prince
Arrows Guards Dark Prince The Log
Rascals Dark Prince Bomb Tower Guards Bandit
Rascals Bomb Tower
Rascals Guards Bats Bomb Tower Dark Prince The Log
Bats Arrows Rascals Bomb Tower Dark Prince The Log
Arrows Bomb Tower

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.)

Arrows Rascals Guards The Log Bandit
Arrows The Log Bandit
Arrows The Log Bandit
Arrows Rascals Guards Dark Prince The Log
Arrows Dark Prince The Log
Arrows Bats
Arrows The Log
Arrows The Log
Arrows The Log Bandit
Bats Guards
Arrows Dark Prince The Log Bandit
Arrows
The Log Bandit
Arrows Bandit
Arrows The Log
Arrows The Log Bandit
Arrows The Log Bandit
Arrows
Bats
Arrows Dark Prince The Log Bandit
Arrows The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log Dark Prince
Arrows The Log Bandit
Arrows The Log Bandit
Arrows The Log Bandit
Bats Arrows
Bats Guards
Arrows The Log Bandit
Arrows
Arrows The Log
Bats Guards Dark Prince Bandit
Arrows
Arrows The Log
Rascals Dark Prince
Arrows The Log
Arrows
Dark Prince
Bats Rascals Guards The Log
Bats
Dark Prince The Log Bandit

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