My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Three Musketeers

Defensive buildings

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

Cannon

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 Collector Three Musketeers Monk

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Rage The Log

Punishments

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

Elite Barbarians

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Elite Barbarians

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.

Elite Barbarians Monk

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 Elite Barbarians Three Musketeers
Giant Snowball
Skeletons Cannon Three Musketeers
Zap
Skeletons Cannon Three Musketeers
Barbarian Barrel
Skeletons Cannon Elite Barbarians Three Musketeers
The Log
Skeletons Cannon Elite Barbarians Three Musketeers
Earthquake
Skeletons Cannon Elixir Collector
Arrows
Skeletons
Royal Delivery
Skeletons Elite Barbarians Three Musketeers
Fireball
Cannon Elite Barbarians Elixir Collector Three Musketeers
Poison
Cannon Elixir Collector Three Musketeers
Lightning
Cannon Elite Barbarians Elixir Collector Three Musketeers Monk
Rocket
Elite Barbarians Elixir Collector Three Musketeers

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.

Elixir Collector Rage

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.

Elite Barbarians

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.

Three Musketeers

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Rage The Log Cannon Monk Elite Barbarians Elixir Collector Three Musketeers

Shortest cycle

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

8 Skeletons Rage The Log Cannon

Attack Synergies 1 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
Cannon
Elite Barbarians
Rage Three Musketeers The Log
Elixir Collector
Three Musketeers
Elite Barbarians Rage The Log Monk
Rage
Elite Barbarians Three Musketeers
The Log
Elite Barbarians Three Musketeers
Monk
Three Musketeers

Defense Synergies 2 5

Skeletons
Cannon Elite Barbarians The Log Monk
Cannon
Skeletons The Log
Elite Barbarians
Skeletons The Log
Elixir Collector
Three Musketeers
The Log
Rage
The Log
Cannon Skeletons Elite Barbarians Three Musketeers
Monk
Skeletons

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.

Cannon The Log
Elite Barbarians Skeletons Cannon Three Musketeers The Log Monk
Cannon Three Musketeers Skeletons Elite Barbarians
Cannon Elite Barbarians Three Musketeers Skeletons Monk
Elite Barbarians The Log Monk
The Log Skeletons Cannon
Three Musketeers Cannon
Cannon The Log Monk
Cannon Three Musketeers Skeletons Elite Barbarians
Elite Barbarians Skeletons Cannon
Skeletons Cannon The Log
Three Musketeers
Cannon Skeletons Elite Barbarians Three Musketeers The Log
Three Musketeers Cannon The Log
Elite Barbarians Cannon Three Musketeers
Monk Cannon Elite Barbarians Three Musketeers The Log
Three Musketeers Skeletons Cannon Elite Barbarians
Cannon Elite Barbarians Three Musketeers The Log
The Log Cannon
Cannon Elite Barbarians Three Musketeers
Cannon Elite Barbarians The Log
Cannon

Counters to secondary win conditions

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

Skeletons Elite Barbarians
Elite Barbarians The Log Monk
Skeletons Elite Barbarians The Log
Elite Barbarians The Log Monk
Skeletons Cannon Elite Barbarians Three Musketeers
Skeletons Three Musketeers Monk
Skeletons Elite Barbarians
Elite Barbarians
Skeletons Elite Barbarians The Log Monk
Skeletons Cannon Three Musketeers
Elite Barbarians
Monk Elite Barbarians The Log
Elite Barbarians Skeletons Cannon Three Musketeers
Cannon Three Musketeers
Elite Barbarians Skeletons Three Musketeers The Log Monk
Cannon Elite Barbarians The Log
Cannon

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.)

The Log Monk
Monk The Log
The Log
The Log
The Log
Monk
The Log
The Log
The Log Monk
Elite Barbarians Three Musketeers
Monk The Log
Monk
Elite Barbarians Three Musketeers The Log
Monk
Elite Barbarians The Log
Three Musketeers The Log
Three Musketeers The Log
Monk Three Musketeers
Three Musketeers The Log Monk
The Log Monk
The Log Monk
The Log Monk
The Log Monk
The Log
The Log Monk
The Log Monk
The Log
Elite Barbarians
Elite Barbarians
The Log
Monk
The Log Monk
Three Musketeers Monk
The Log
Three Musketeers
The Log
Monk
Elite Barbarians Three Musketeers
Elite Barbarians The Log
The Log Monk
Monk

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