My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Firecracker

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.

Skeletons Bats Firecracker Bandit Mega Knight Goblinstein

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.

Zap The Log

Punishments

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

Bandit Mega Knight

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.

Bandit Mega Knight

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 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
Skeletons Bats Bandit
Giant Snowball
Skeletons Bats
Zap
Skeletons Bats Firecracker Bandit
Barbarian Barrel
Skeletons Firecracker Bandit
The Log
Skeletons Firecracker Bandit
Earthquake
Skeletons Firecracker
Arrows
Skeletons Bats Firecracker
Royal Delivery
Skeletons Bats Firecracker Bandit
Fireball
Firecracker Bandit
Poison
Bats Firecracker
Lightning
Bandit Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker The Log Mega Knight

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 Mega Knight

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.

Skeletons Bats Zap The Log Firecracker Bandit Goblinstein Mega Knight

Shortest cycle

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

7 Skeletons Bats Zap The Log

Attack Synergies 2 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.

Skeletons
Bats
Mega Knight Zap Firecracker Bandit
Zap
Firecracker Bats The Log Bandit Mega Knight
Firecracker
Zap Bats Bandit Mega Knight
The Log
Zap Bandit Mega Knight
Bandit
Bats Zap Firecracker The Log Mega Knight
Mega Knight
Bats Zap Firecracker The Log Bandit
Goblinstein

Defense Synergies 2 18

Skeletons
Bats Zap Firecracker The Log Bandit
Bats
Skeletons Zap Firecracker The Log Bandit Mega Knight
Zap
Mega Knight Skeletons Bats Firecracker The Log Bandit
Firecracker
The Log Skeletons Bats Zap Bandit Mega Knight
The Log
Firecracker Skeletons Bats Zap Bandit Mega Knight
Bandit
Skeletons Bats Zap Firecracker The Log Mega Knight
Mega Knight
Zap Bats Firecracker The Log Bandit
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.

Zap Firecracker The Log
Skeletons Bats Zap Firecracker The Log Bandit Mega Knight
Mega Knight Skeletons Bats Bandit
Skeletons Bats Firecracker Bandit Mega Knight
Firecracker The Log Mega Knight
The Log Skeletons Bats Zap Firecracker Bandit Mega Knight
Bats Zap Firecracker
Zap The Log Bandit Mega Knight
Skeletons
Skeletons Firecracker Bandit Mega Knight
Bats Skeletons Zap Firecracker The Log Bandit Mega Knight
Bats Zap Firecracker
Mega Knight Skeletons Bats Zap The Log Bandit
Mega Knight Bats Zap Firecracker The Log
Bandit Mega Knight
Zap The Log Bandit Mega Knight
Mega Knight Skeletons Bats Firecracker
Mega Knight Bats Zap Firecracker The Log Bandit
Zap The Log Bats Firecracker Bandit Mega Knight
Mega Knight Bats Firecracker The Log Bandit

Counters to secondary win conditions

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

Mega Knight Skeletons Zap Bandit
Bandit Zap Firecracker The Log Mega Knight
Bandit Mega Knight Skeletons Bats Zap The Log
Mega Knight Bats Zap The Log Bandit
Skeletons Bandit Mega Knight
Firecracker Skeletons Bats Zap
Skeletons Bats Bandit
Mega Knight
Zap Mega Knight Skeletons Bats Firecracker The Log Bandit
Skeletons
Mega Knight Bats
Mega Knight Zap The Log
Mega Knight Skeletons Bandit
Firecracker Mega Knight
Skeletons Bats Zap Firecracker The Log
Bats Mega Knight Zap Firecracker The Log
Zap

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 Bandit
Firecracker Zap The Log Bandit
The Log Bandit
Firecracker The Log
Zap Firecracker The Log Mega Knight
Firecracker Bats Zap
Firecracker The Log
The Log Zap Firecracker
The Log Zap Firecracker Bandit
Bats
Firecracker Zap The Log Bandit
Zap Firecracker
Firecracker The Log Bandit
Firecracker Bandit
Zap Firecracker The Log
Zap Firecracker The Log Bandit
Firecracker The Log Bandit Mega Knight
Bats
Zap Firecracker The Log Bandit Mega Knight
Zap Firecracker The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap Firecracker The Log Mega Knight
Firecracker The Log Zap Bandit
Zap The Log Bandit Mega Knight
Zap Firecracker The Log Bandit
Bats Zap Firecracker
Zap Bats Firecracker
Zap The Log Bandit Mega Knight
Zap Firecracker
Mega Knight
Firecracker The Log
Zap Bats Bandit
Zap Firecracker
The Log
Firecracker Mega Knight
The Log Zap Firecracker
Zap
Firecracker Mega Knight
Zap Bats Firecracker The Log
Firecracker Bats Zap
Zap Firecracker The Log Bandit Mega Knight
Firecracker Mega Knight

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