My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Great!
Synergy
Bad
Versatility
Good
F2P score
Bad

2 warnings Why?

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Firecracker Magic Archer 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.

Skeletons Firecracker Giant Bandit Magic Archer Little Prince

Offensive cards

Win conditions

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

Giant

Damage spells

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

Fireball

Punishments

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

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.

Heal Spirit Giant 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.

Firecracker Bandit 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
Skeletons Giant Bandit
Giant Snowball
Skeletons Little Prince
Zap
Skeletons Firecracker Bandit Little Prince
Barbarian Barrel
Skeletons Firecracker Heal Spirit Bandit Magic Archer Little Prince
The Log
Skeletons Firecracker Heal Spirit Bandit Little Prince
Earthquake
Skeletons Firecracker
Arrows
Skeletons Firecracker Heal Spirit Little Prince
Royal Delivery
Skeletons Firecracker Heal Spirit Bandit Magic Archer Little Prince
Fireball
Firecracker Bandit Magic Archer Little Prince
Poison
Firecracker Magic Archer Little Prince
Lightning
Bandit Magic Archer Little Prince
Rocket
Magic Archer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Magic Archer

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Heal Spirit

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.

Heal Spirit 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Heal Spirit Firecracker Bandit Little Prince Fireball Magic Archer Giant

Shortest cycle

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

8 Skeletons Heal Spirit Firecracker Bandit

Attack Synergies 0 12

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
Firecracker
Giant Bandit
Heal Spirit
Giant Bandit
Fireball
Giant Magic Archer Little Prince
Giant
Firecracker Heal Spirit Fireball Bandit Magic Archer Little Prince
Bandit
Firecracker Heal Spirit Giant Magic Archer Little Prince
Magic Archer
Fireball Giant Bandit
Little Prince
Fireball Giant Bandit

Defense Synergies 0 9

Skeletons
Firecracker Bandit Magic Archer Little Prince
Firecracker
Skeletons Bandit
Heal Spirit
Fireball
Bandit Little Prince
Giant
Bandit
Skeletons Firecracker Fireball Magic Archer Little Prince
Magic Archer
Skeletons Bandit
Little Prince
Skeletons Fireball 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 Fireball Magic Archer
Skeletons Firecracker Bandit
Skeletons Bandit
Skeletons Firecracker Bandit
Firecracker Fireball
Fireball Skeletons Firecracker Bandit Magic Archer
Firecracker Fireball Magic Archer Little Prince
Fireball Bandit Magic Archer
Skeletons
Skeletons Firecracker Bandit Little Prince
Skeletons Firecracker Fireball Bandit Magic Archer
Firecracker Fireball Magic Archer
Skeletons Fireball Bandit
Fireball Firecracker Magic Archer
Bandit
Fireball Bandit
Skeletons Firecracker Fireball
Fireball Firecracker Bandit Magic Archer Little Prince
Firecracker Fireball Bandit Magic Archer Little Prince
Firecracker Fireball Bandit Little Prince

Counters to secondary win conditions

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

Skeletons Fireball Bandit
Fireball Bandit Firecracker Magic Archer
Bandit Skeletons
Fireball Bandit
Skeletons Bandit
Firecracker Fireball Skeletons Magic Archer
Skeletons Fireball Bandit
Skeletons Firecracker Fireball Bandit Magic Archer
Skeletons
Fireball
Skeletons Fireball Bandit
Firecracker Fireball Magic Archer
Skeletons Firecracker Fireball Magic Archer Little Prince
Firecracker Fireball Magic Archer
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 Magic Archer Firecracker Bandit
Firecracker Fireball Bandit Magic Archer
Fireball Bandit Magic Archer
Firecracker Fireball
Fireball Firecracker Magic Archer
Firecracker Fireball Magic Archer
Firecracker Magic Archer
Fireball Firecracker Magic Archer
Fireball Firecracker Bandit
Fireball
Firecracker Fireball Bandit Magic Archer
Fireball Firecracker Magic Archer
Firecracker Fireball Bandit Magic Archer
Firecracker Fireball Bandit Magic Archer
Firecracker Fireball Magic Archer
Firecracker Fireball Bandit Magic Archer
Magic Archer Firecracker Fireball Bandit
Fireball
Firecracker Fireball Bandit Magic Archer
Firecracker Fireball Magic Archer Little Prince
Fireball Magic Archer
Fireball
Fireball
Firecracker Fireball Magic Archer Little Prince
Firecracker Fireball Bandit Magic Archer
Fireball Bandit Magic Archer
Fireball Firecracker Bandit Magic Archer
Firecracker Fireball Magic Archer Little Prince
Firecracker Fireball
Fireball
Fireball Bandit Magic Archer
Firecracker Fireball Magic Archer
Firecracker Fireball Magic Archer
Fireball Bandit Magic Archer
Fireball Firecracker Magic Archer
Fireball
Fireball Firecracker Magic Archer
Firecracker Fireball Magic Archer
Fireball
Firecracker
Firecracker Fireball Magic Archer
Firecracker Fireball Magic Archer
Firecracker Fireball Bandit Magic Archer Little Prince
Fireball Firecracker

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