My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Zappies Inferno Tower Inferno Dragon Little Prince

Defensive buildings

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

Inferno Tower

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 Zappies Bandit Inferno Dragon 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.

Zap

Punishments

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

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.

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 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 Bandit Inferno Dragon
Giant Snowball
Skeletons Zappies Inferno Dragon Little Prince
Zap
Skeletons Firecracker Zappies Inferno Tower Bandit Inferno Dragon Little Prince
Barbarian Barrel
Skeletons Firecracker Zappies Inferno Tower Bandit Little Prince
The Log
Skeletons Firecracker Zappies Bandit Little Prince
Earthquake
Skeletons Firecracker Zappies Inferno Tower
Arrows
Skeletons Firecracker Zappies Little Prince
Royal Delivery
Skeletons Firecracker Zappies Bandit Inferno Dragon Little Prince
Fireball
Firecracker Zappies Inferno Tower Bandit Inferno Dragon Little Prince
Poison
Firecracker Zappies Inferno Tower Little Prince
Lightning
Inferno Tower Bandit Inferno Dragon Little Prince
Rocket
Inferno Tower Inferno Dragon Little Prince

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

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.

Inferno Tower Inferno Dragon

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 Zap Firecracker Bandit Little Prince Zappies Inferno Dragon Inferno Tower

Shortest cycle

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

9 Skeletons Zap Firecracker Bandit

Attack Synergies 1 8

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
Zap
Firecracker Zappies Bandit Little Prince
Firecracker
Zap Zappies Bandit Inferno Dragon
Zappies
Zap Firecracker Bandit
Inferno Tower
Bandit
Zap Firecracker Zappies Little Prince
Inferno Dragon
Firecracker
Little Prince
Zap Bandit

Defense Synergies 0 19

Skeletons
Zap Firecracker Zappies Inferno Tower Bandit Inferno Dragon Little Prince
Zap
Skeletons Firecracker Zappies Inferno Tower Bandit Inferno Dragon Little Prince
Firecracker
Skeletons Zap Zappies Inferno Tower Bandit
Zappies
Skeletons Zap Firecracker Bandit
Inferno Tower
Skeletons Zap Firecracker Bandit
Bandit
Skeletons Zap Firecracker Zappies Inferno Tower Little Prince
Inferno Dragon
Skeletons Zap
Little Prince
Skeletons Zap 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.

Zap Firecracker Zappies Inferno Tower
Inferno Tower Inferno Dragon Skeletons Zap Firecracker Zappies Bandit
Inferno Tower Skeletons Zappies Bandit Inferno Dragon
Inferno Tower Inferno Dragon Skeletons Firecracker Zappies Bandit
Firecracker
Skeletons Zap Firecracker Zappies Bandit
Inferno Tower Inferno Dragon Zap Firecracker Zappies Little Prince
Zap Inferno Tower Bandit
Zappies Inferno Tower Inferno Dragon Skeletons
Skeletons Firecracker Zappies Inferno Tower Bandit Little Prince
Skeletons Zap Firecracker Zappies Bandit
Inferno Tower Inferno Dragon Zap Firecracker Zappies
Inferno Tower Skeletons Zap Zappies Bandit
Zap Firecracker Zappies
Inferno Tower Inferno Dragon Zappies Bandit
Inferno Tower Zap Zappies Bandit Inferno Dragon
Skeletons Firecracker Zappies Inferno Tower
Zap Firecracker Zappies Bandit Little Prince
Zap Firecracker Zappies Bandit Inferno Dragon Little Prince
Zappies Inferno Tower Inferno Dragon
Firecracker Zappies Bandit Little Prince
Inferno Dragon

Counters to secondary win conditions

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

Skeletons Zap Zappies Inferno Tower Bandit
Bandit Zap Firecracker Inferno Dragon
Zappies Bandit Skeletons Zap Inferno Tower
Zap Zappies Inferno Tower Bandit
Inferno Tower Skeletons Zappies Bandit Inferno Dragon
Firecracker Skeletons Zap Zappies
Skeletons Zappies Inferno Tower Bandit
Inferno Tower Zappies Inferno Dragon
Zap Skeletons Firecracker Zappies Inferno Tower Bandit Inferno Dragon
Inferno Tower Skeletons Zappies Inferno Dragon
Inferno Dragon Zappies Inferno Tower
Zap
Skeletons Zappies Inferno Tower Bandit
Firecracker Zappies
Zappies Inferno Tower Skeletons Zap Firecracker Inferno Dragon Little Prince
Zap Firecracker Zappies Inferno Tower Inferno Dragon
Zap Inferno Tower

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 Bandit
Firecracker Zap Bandit
Bandit
Firecracker
Zap Firecracker
Firecracker Zap
Firecracker
Zap Firecracker
Zap Firecracker Bandit
Firecracker Zap Bandit
Zap Firecracker
Firecracker Bandit
Firecracker Bandit
Zap Firecracker
Zap Firecracker Bandit
Firecracker Bandit
Zap Firecracker Bandit
Zap Firecracker Little Prince
Zap
Zap Firecracker Little Prince
Inferno Dragon
Firecracker Zap Bandit
Zap Bandit
Zap Firecracker Bandit
Zap Firecracker Little Prince
Zap Firecracker Zappies
Zap Bandit
Zap Firecracker Zappies
Firecracker
Zap Zappies Bandit
Zap Firecracker Zappies
Firecracker
Zap Firecracker
Zap
Firecracker
Zap Firecracker Zappies
Firecracker Zap Zappies
Zap Firecracker Bandit Little Prince
Inferno Dragon
Firecracker

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