My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Mediocre
Synergy
Bad
Versatility
Mediocre
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 anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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 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.

Archers

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 Archers Balloon Goblinstein

Offensive cards

Win conditions

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

Balloon

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.

Balloon

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.

Balloon

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.

Balloon

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 Archers Guards Clone Balloon
Giant Snowball
Skeletons Archers Guards Clone Balloon
Zap
Skeletons Archers Guards Clone Balloon
Barbarian Barrel
Skeletons Archers Guards Clone
The Log
Skeletons Archers Guards Clone
Earthquake
Skeletons Archers Guards Clone
Arrows
Skeletons Archers Guards Clone
Royal Delivery
Skeletons Archers Guards Clone Balloon
Fireball
Archers Clone Balloon
Poison
Archers Guards Clone Balloon
Lightning
Balloon Goblinstein
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

The Log

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 Clone

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.

Mirror Skeletons The Log Archers Guards Clone Balloon Goblinstein

Shortest cycle

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

6 Mirror Skeletons The Log Archers

Attack Synergies 2 5

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
Archers
Balloon
Mirror
The Log Balloon
Guards
Clone The Log
Clone
Balloon Guards
Balloon
Clone Archers Mirror The Log
The Log
Mirror Guards Balloon
Goblinstein

Defense Synergies 0 6

Skeletons
Archers The Log
Archers
Skeletons Guards The Log
Mirror
The Log
Guards
Archers The Log
Clone
Balloon
The Log
Skeletons Archers Mirror Guards
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.

The Log
Skeletons The Log
Skeletons Archers
Skeletons Guards
The Log
The Log Skeletons Archers Guards
Archers
The Log
Skeletons
Guards Skeletons Archers
Archers Guards Skeletons The Log
Archers
Skeletons Guards The Log
Guards The Log
The Log
Skeletons
Archers Guards The Log
The Log Archers Guards
Archers Guards The Log

Counters to secondary win conditions

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

Guards Skeletons Archers
Archers The Log
Guards Skeletons The Log
Guards The Log
Skeletons Guards
Skeletons Archers
Guards Skeletons Archers
Skeletons The Log
Skeletons Guards
Guards
Guards The Log
Skeletons Guards
Archers
Guards Skeletons Archers The Log
Archers The Log

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.)

Guards The Log
The Log
The Log
Guards The Log
The Log
Archers The Log
The Log
The Log
Guards
The Log
Archers
The Log
The Log
The Log
The Log
Archers The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
Archers
Guards
The Log
The Log
Archers Guards
Archers
The Log
The Log
Guards The Log
The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: