My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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.

Electro Wizard Magic Archer

Defensive buildings

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

Mortar

Investments

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

Bomber Bandit Electro Wizard Magic Archer Goblinstein

Offensive cards

Win conditions

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

Mortar

Damage spells

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

The Log

Punishments

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

Mortar 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.

Mortar 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.

Bandit Electro Wizard 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
Bomber Guards Bandit
Giant Snowball
Bomber Guards
Zap
Bomber Mortar Guards Bandit
Barbarian Barrel
Bomber Mortar Guards Bandit Electro Wizard Magic Archer
The Log
Bomber Guards Bandit
Earthquake
Bomber Mortar Guards
Arrows
Bomber Guards
Royal Delivery
Bomber Guards Bandit Electro Wizard Magic Archer
Fireball
Bomber Mortar Bandit Electro Wizard Magic Archer
Poison
Bomber Mortar Guards Electro Wizard Magic Archer
Lightning
Mortar Bandit Electro Wizard Magic Archer Goblinstein
Rocket
Mortar Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Mortar The Log 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.

Guards

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.

Bomber The Log Guards Bandit Mortar Electro Wizard Magic Archer Goblinstein

Shortest cycle

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

10 Bomber The Log Guards Bandit

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.

Bomber
Mortar Bandit
Mortar
Bomber The Log Bandit
Guards
The Log Bandit
The Log
Mortar Guards Bandit Magic Archer
Bandit
Bomber Mortar Guards The Log Electro Wizard Magic Archer
Electro Wizard
Bandit Magic Archer
Magic Archer
The Log Bandit Electro Wizard
Goblinstein

Defense Synergies 0 18

Bomber
Mortar Guards The Log Bandit Electro Wizard
Mortar
Bomber Guards The Log Bandit Electro Wizard
Guards
Bomber Mortar The Log Electro Wizard Magic Archer
The Log
Bomber Mortar Guards Bandit Electro Wizard Magic Archer
Bandit
Bomber Mortar The Log Electro Wizard Magic Archer
Electro Wizard
Bomber Mortar Guards The Log Bandit Magic Archer
Magic Archer
Guards The Log Bandit Electro Wizard
Goblinstein

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.

Bomber Mortar The Log Electro Wizard Magic Archer
Mortar The Log Bandit Electro Wizard
Mortar Bomber Bandit Electro Wizard
Mortar Guards Bandit Electro Wizard
Bomber The Log
The Log Bomber Guards Bandit Electro Wizard Magic Archer
Electro Wizard Mortar Magic Archer
The Log Bandit Electro Wizard Magic Archer
Mortar
Guards Bomber Bandit Electro Wizard
Guards Electro Wizard Bomber The Log Bandit Magic Archer
Electro Wizard Magic Archer
Mortar Bomber Guards The Log Bandit Electro Wizard
Bomber Mortar Guards The Log Electro Wizard Magic Archer
Mortar Bandit Electro Wizard
Mortar The Log Bandit Electro Wizard
Bomber Mortar Electro Wizard
Mortar Bomber Guards The Log Bandit Electro Wizard Magic Archer
Mortar The Log Bomber Guards Bandit Electro Wizard Magic Archer
Mortar Electro Wizard
Bomber Guards The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Guards Bandit Electro Wizard
Bandit Electro Wizard Bomber Mortar The Log Magic Archer
Guards Bandit The Log Electro Wizard
Guards The Log Bandit Electro Wizard
Guards Bandit
Electro Wizard Magic Archer
Guards Bandit Electro Wizard
Electro Wizard Mortar The Log Bandit Magic Archer
Guards
Guards
Guards The Log Electro Wizard
Guards Bandit
Bomber Magic Archer
Guards Electro Wizard Bomber Mortar The Log Magic Archer
Bomber The Log Electro Wizard Magic Archer
Bomber Mortar 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.)

Magic Archer Mortar Guards The Log Bandit
Mortar The Log Bandit Electro Wizard Magic Archer
The Log Bandit Magic Archer
Guards The Log
Bomber Mortar The Log Magic Archer
Magic Archer
Bomber Mortar The Log Magic Archer
The Log Magic Archer
The Log Mortar Bandit
Guards Electro Wizard
Mortar The Log Bandit Electro Wizard Magic Archer
Magic Archer
Mortar The Log Bandit Magic Archer
Mortar Bandit Magic Archer
Mortar The Log Magic Archer
Bomber Mortar The Log Bandit Magic Archer
Magic Archer Mortar The Log Bandit
Mortar
Bomber
Bomber Mortar The Log Bandit Electro Wizard Magic Archer
Bomber Mortar The Log Magic Archer
The Log Magic Archer
The Log
Mortar The Log
The Log Bomber Mortar Magic Archer
Mortar The Log Bandit Electro Wizard Magic Archer
Mortar The Log Bandit Magic Archer
Mortar The Log Bandit Magic Archer
Electro Wizard Magic Archer
Electro Wizard Guards
Bomber Mortar The Log Bandit Magic Archer
Electro Wizard Magic Archer
The Log Magic Archer
Electro Wizard Guards Bandit Magic Archer
Electro Wizard Magic Archer
The Log
Electro Wizard Magic Archer
The Log Bomber Mortar Magic Archer
Guards The Log Electro Wizard Magic Archer
Electro Wizard Magic Archer
Mortar The Log Bandit Electro Wizard Magic Archer
Mortar

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