My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Hunter

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.

Giant Hunter Bandit Skeleton King

Offensive cards

Win conditions

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

Mortar Giant

Damage spells

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

Fireball Tornado The Log

Punishments

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

Mortar Giant 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.

Mortar Giant Bandit Skeleton King

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

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
Giant Bandit Skeleton King
Giant Snowball
Skeleton King
Zap
Mortar Bandit Skeleton King
Barbarian Barrel
Mortar Hunter Bandit Skeleton King
The Log
Hunter Bandit Skeleton King
Earthquake
Mortar Skeleton King
Arrows
Skeleton King
Royal Delivery
Hunter Bandit Skeleton King
Fireball
Mortar Hunter Bandit Skeleton King
Poison
Mortar Hunter Skeleton King
Lightning
Mortar Hunter Bandit Skeleton King
Rocket
Mortar Hunter Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Fireball Tornado Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Fireball Tornado Hunter The Log Skeleton King

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.

Tornado

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Tornado Bandit Mortar Fireball Hunter Skeleton King Giant

Shortest cycle

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

12 The Log Tornado Bandit Mortar

Attack Synergies 2 16

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.

Mortar
Fireball Tornado Hunter The Log Bandit Skeleton King
Fireball
Tornado Mortar Giant The Log Skeleton King
Giant
Hunter Fireball Tornado The Log Bandit
Tornado
Fireball Mortar Giant Hunter The Log
Hunter
Giant Mortar Tornado Bandit
The Log
Mortar Fireball Giant Tornado Bandit
Bandit
Mortar Giant Hunter The Log
Skeleton King
Mortar Fireball

Defense Synergies 2 13

Mortar
Fireball Tornado The Log Bandit Skeleton King
Fireball
Tornado The Log Mortar Bandit
Giant
Tornado
Fireball Mortar Hunter The Log Skeleton King
Hunter
Tornado The Log Bandit Skeleton King
The Log
Fireball Mortar Tornado Hunter Bandit
Bandit
Mortar Fireball Hunter The Log
Skeleton King
Mortar Tornado Hunter

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.

Mortar Fireball The Log
Hunter Mortar The Log Bandit
Mortar Tornado Hunter Bandit
Hunter Mortar Bandit Skeleton King
Fireball Tornado The Log
Fireball Tornado The Log Hunter Bandit
Tornado Hunter Mortar Fireball
Fireball The Log Bandit
Hunter Mortar Tornado Skeleton King
Tornado Hunter Bandit
Fireball Tornado Hunter The Log Bandit Skeleton King
Hunter Fireball Tornado
Mortar Hunter Fireball The Log Bandit
Fireball Mortar Tornado Hunter The Log Skeleton King
Mortar Hunter Bandit Skeleton King
Tornado Mortar Fireball Hunter The Log Bandit
Mortar Fireball Tornado Hunter
Mortar Fireball Tornado Hunter The Log Bandit
Mortar Tornado Hunter The Log Fireball Bandit
Mortar Tornado Hunter
Fireball Hunter The Log Bandit

Counters to secondary win conditions

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

Fireball Bandit
Fireball Bandit Mortar Hunter The Log
Bandit Hunter The Log
Hunter Fireball Tornado The Log Bandit
Hunter Bandit
Fireball Tornado Hunter
Fireball Hunter Bandit
Hunter
Mortar Fireball Tornado The Log Bandit
Hunter
Fireball Tornado The Log
Fireball Hunter Bandit Skeleton King
Fireball
Mortar Fireball Tornado Hunter The Log Skeleton King
Fireball Hunter The Log Skeleton King
Mortar 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 Mortar The Log Bandit
Mortar Fireball Tornado The Log Bandit
Fireball The Log Bandit
Fireball The Log
Fireball Mortar The Log
Fireball Tornado Hunter
Mortar Tornado The Log
Fireball The Log Tornado Hunter
Fireball The Log Mortar Tornado Bandit
Fireball Tornado
Mortar Fireball Tornado The Log Bandit
Fireball Tornado
Mortar Fireball Hunter The Log Bandit
Mortar Fireball Bandit
Mortar Fireball The Log
Mortar Fireball Hunter The Log Bandit
Mortar Fireball The Log Bandit
Mortar Fireball Tornado
Mortar Fireball Hunter The Log Bandit
Mortar Fireball Tornado The Log
Fireball The Log
Fireball Tornado
Tornado The Log
Mortar Fireball The Log
Tornado The Log Mortar Fireball Hunter
Mortar Fireball The Log Tornado Hunter Bandit
Fireball Mortar Tornado The Log Bandit
Fireball Mortar Tornado The Log Bandit
Fireball Tornado Hunter
Fireball
Fireball
Mortar Fireball Hunter The Log Bandit
Fireball
Fireball The Log
Fireball Bandit
Fireball Tornado Hunter
The Log Fireball
Fireball Hunter
The Log Mortar Fireball Skeleton King
Fireball Tornado
Fireball Tornado The Log Skeleton King
Fireball Tornado
Mortar Fireball Tornado The Log Bandit
Fireball Mortar

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