My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Missing cards in your collection

Elixir Collector Mirror Goblin Curse Clone Tornado Void Cannon Cart Princess Ice Wizard Royal Ghost Bandit Fisherman Inferno Dragon Phoenix Night Witch Mother Witch Ram Rider Goblin Machine Little Prince Golden Knight Skeleton King Mighty Miner Archer Queen Monk

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 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!
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.

Minion Horde

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 Elixir Golem Bandit Fisherman

Offensive cards

Win conditions

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

Elixir Golem Miner

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.

Elixir Golem Miner Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Minion Horde Heal Spirit Elixir Golem 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.

Miner 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 Minion Horde Elixir Golem Miner Bandit Fisherman
Giant Snowball
Skeletons Minion Horde Miner Fisherman
Zap
Skeletons Minion Horde Bandit Fisherman
Barbarian Barrel
Skeletons Heal Spirit Elixir Golem Bandit
The Log
Skeletons Heal Spirit Elixir Golem Bandit Fisherman
Earthquake
Skeletons Elixir Golem
Arrows
Skeletons Minion Horde Heal Spirit
Royal Delivery
Skeletons Minion Horde Heal Spirit Elixir Golem Miner Bandit Fisherman
Fireball
Minion Horde Elixir Golem Bandit Fisherman
Poison
Minion Horde Elixir Golem Fisherman
Lightning
Bandit Fisherman
Rocket
Minion Horde

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

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 Elixir Golem Miner

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.

Minion Horde Heal Spirit

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 Heal Spirit The Log Elixir Golem Miner Bandit Fisherman Minion Horde

Shortest cycle

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

7 Skeletons Heal Spirit The Log Elixir Golem

Attack Synergies 2 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
Minion Horde
Miner Heal Spirit
Heal Spirit
Elixir Golem Minion Horde Bandit
Elixir Golem
Heal Spirit The Log Bandit
The Log
Elixir Golem Miner Bandit Fisherman
Miner
Minion Horde The Log Bandit
Bandit
Heal Spirit Elixir Golem The Log Miner
Fisherman
The Log

Defense Synergies 1 8

Skeletons
Fisherman Minion Horde The Log Bandit
Minion Horde
Skeletons The Log
Heal Spirit
Elixir Golem
The Log
Skeletons Minion Horde Miner Bandit Fisherman
Miner
The Log
Bandit
Skeletons The Log Fisherman
Fisherman
Skeletons The Log 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.

Minion Horde The Log
Minion Horde Skeletons The Log Bandit Fisherman
Minion Horde Fisherman Skeletons Bandit
Minion Horde Skeletons Bandit Fisherman
The Log
The Log Skeletons Bandit
Minion Horde
The Log Bandit
Minion Horde Skeletons Fisherman
Skeletons Minion Horde Miner Bandit Fisherman
Minion Horde Skeletons The Log Bandit Fisherman
Minion Horde
Minion Horde Skeletons The Log Bandit
Minion Horde The Log
Minion Horde Bandit
Minion Horde The Log Bandit Fisherman
Minion Horde Skeletons Fisherman
Minion Horde The Log Bandit Fisherman
The Log Bandit Fisherman
Fisherman
Minion Horde The Log Bandit Fisherman

Counters to secondary win conditions

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

Skeletons Bandit Fisherman
Bandit The Log Miner Fisherman
Bandit Skeletons Minion Horde The Log Fisherman
Minion Horde The Log Bandit Fisherman
Skeletons Minion Horde Bandit Fisherman
Skeletons Minion Horde
Skeletons Minion Horde Bandit
Minion Horde Fisherman
Minion Horde Skeletons The Log Bandit
Skeletons Minion Horde
Minion Horde
The Log
Skeletons Minion Horde Bandit
Minion Horde
Skeletons Minion Horde The Log Fisherman
Minion Horde 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.)

Minion Horde The Log Bandit
The Log Miner Bandit Fisherman
Minion Horde The Log Miner Bandit
The Log
Minion Horde The Log
Minion Horde
Minion Horde The Log
The Log
The Log Miner Bandit Fisherman
Minion Horde Fisherman
Miner Minion Horde The Log Bandit Fisherman
The Log Miner Bandit Fisherman
Minion Horde Bandit Fisherman
The Log Fisherman
Minion Horde The Log Bandit
Minion Horde The Log Bandit
Minion Horde Fisherman
The Log Bandit Fisherman
The Log Miner
Minion Horde The Log
The Log Fisherman
Minion Horde The Log
The Log
Minion Horde Fisherman
The Log Miner Bandit Fisherman
The Log Miner Bandit Fisherman
Miner The Log Bandit Fisherman
Minion Horde
Minion Horde
Minion Horde
Minion Horde The Log Miner Bandit
Minion Horde
Minion Horde
The Log
Minion Horde Bandit
The Log
Miner Minion Horde
The Log
Minion Horde
Minion Horde The Log
The Log Miner Bandit

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