My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker Little Prince

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 Royal Ghost Bandit Fisherman Little Prince

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.

Tornado The Log

Punishments

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

Royal Ghost 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.

Royal Ghost 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 Royal Ghost 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 Bandit Fisherman
Giant Snowball
Bats Fisherman Little Prince
Zap
Bats Firecracker Bandit Fisherman Little Prince
Barbarian Barrel
Firecracker Royal Ghost Bandit Little Prince
The Log
Firecracker Bandit Fisherman Little Prince
Earthquake
Firecracker
Arrows
Bats Firecracker Little Prince
Royal Delivery
Bats Firecracker Royal Ghost Bandit Fisherman Little Prince
Fireball
Firecracker Bandit Fisherman Little Prince
Poison
Bats Firecracker Fisherman Little Prince
Lightning
Bandit Fisherman Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado The Log Royal Ghost

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 Tornado Royal Ghost

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.

Bats The Log Firecracker Tornado Royal Ghost Bandit Fisherman Little Prince

Shortest cycle

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

10 Bats The Log Firecracker Tornado

Attack Synergies 0 14

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 Bandit Fisherman
Firecracker
Bats Tornado Bandit Fisherman
Tornado
Firecracker The Log
The Log
Tornado Bandit Fisherman Little Prince
Royal Ghost
Bandit Fisherman Little Prince
Bandit
Bats Firecracker The Log Royal Ghost Little Prince
Fisherman
Bats Firecracker The Log Royal Ghost
Little Prince
The Log Royal Ghost Bandit

Defense Synergies 1 16

Bats
Firecracker The Log Bandit Fisherman
Firecracker
The Log Bats Tornado Bandit Fisherman
Tornado
Firecracker The Log Little Prince
The Log
Firecracker Bats Tornado Royal Ghost Bandit Fisherman Little Prince
Royal Ghost
The Log Little Prince
Bandit
Bats Firecracker The Log Fisherman Little Prince
Fisherman
Bats Firecracker The Log Bandit
Little Prince
Tornado The Log Royal Ghost 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.

Firecracker The Log
Bats Firecracker The Log Bandit Fisherman
Tornado Fisherman Bats Bandit
Bats Firecracker Bandit Fisherman
Firecracker Tornado The Log
Tornado The Log Bats Firecracker Royal Ghost Bandit
Bats Tornado Firecracker Little Prince
The Log Bandit
Tornado Fisherman
Tornado Firecracker Royal Ghost Bandit Fisherman Little Prince
Bats Firecracker Tornado The Log Royal Ghost Bandit Fisherman
Bats Firecracker Tornado
Bats The Log Bandit
Bats Firecracker Tornado The Log Royal Ghost
Bandit
Tornado The Log Bandit Fisherman
Bats Firecracker Tornado Fisherman
Bats Firecracker Tornado The Log Royal Ghost Bandit Fisherman Little Prince
Tornado The Log Bats Firecracker Royal Ghost Bandit Fisherman Little Prince
Tornado Fisherman
Royal Ghost Bats Firecracker The Log Bandit Fisherman Little Prince

Counters to secondary win conditions

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

Royal Ghost Bandit Fisherman
Bandit Firecracker The Log Royal Ghost Fisherman
Bandit Bats The Log Fisherman
Bats Tornado The Log Bandit Fisherman
Bandit Fisherman
Firecracker Bats Tornado
Bats Bandit
Fisherman
Bats Firecracker Tornado The Log Bandit
Bats
Tornado The Log
Bandit
Firecracker
Bats Firecracker Tornado The Log Fisherman Little Prince
Bats Firecracker The Log Royal Ghost

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 Royal Ghost Bandit
Firecracker Tornado The Log Royal Ghost Bandit Fisherman
The Log Bandit
Firecracker The Log
Firecracker The Log
Firecracker Bats Tornado
Firecracker Tornado The Log
The Log Firecracker Tornado
The Log Firecracker Tornado Bandit Fisherman
Bats Tornado Fisherman
Firecracker Tornado The Log Bandit Fisherman
Firecracker Tornado
Firecracker The Log Bandit Fisherman
Firecracker Bandit Fisherman
Firecracker The Log Fisherman
Firecracker The Log Bandit
Firecracker The Log Bandit
Tornado
Bats Fisherman
Firecracker The Log Bandit Fisherman
Firecracker Tornado The Log Little Prince
The Log
Tornado
Tornado The Log Fisherman
The Log
Firecracker Tornado The Log Little Prince
Fisherman
Firecracker The Log Tornado Royal Ghost Bandit Fisherman
Tornado The Log Bandit Fisherman
Firecracker Tornado The Log Bandit Fisherman
Bats Firecracker Tornado Little Prince
Bats Firecracker
The Log Bandit
Firecracker
Firecracker The Log
Bats Bandit
Firecracker Tornado
The Log
Firecracker
The Log Firecracker
Tornado
Firecracker
Bats Firecracker Tornado The Log
Firecracker Bats Tornado
Firecracker Tornado The Log Royal Ghost Bandit Little Prince
Firecracker

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