My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 high-damage unit!

You don't have a unit, that attacks air and deals high 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!
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.

Baby Dragon

Defensive buildings

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

Bomb 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 Baby Dragon Balloon Lumberjack Mega Knight

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.

Arrows

Punishments

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

Balloon Lumberjack Mega Knight

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.

Baby Dragon Balloon Lumberjack Mega Knight

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 Lumberjack

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 Guards Balloon
Giant Snowball
Skeletons Guards Baby Dragon Balloon Lumberjack
Zap
Skeletons Guards Balloon
Barbarian Barrel
Skeletons Bomb Tower Guards Lumberjack
The Log
Skeletons Guards Lumberjack
Earthquake
Skeletons Bomb Tower Guards
Arrows
Skeletons Guards
Royal Delivery
Skeletons Guards Baby Dragon Balloon Lumberjack
Fireball
Bomb Tower Baby Dragon Balloon Lumberjack
Poison
Bomb Tower Guards Balloon
Lightning
Bomb Tower Baby Dragon Balloon Lumberjack
Rocket
Bomb Tower Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower Baby Dragon Mega Knight

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.

Arrows Guards Baby Dragon Mega Knight

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 Arrows Guards Bomb Tower Baby Dragon Lumberjack Balloon Mega Knight

Shortest cycle

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

11 Skeletons Arrows Guards Bomb Tower

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
Arrows
Balloon Lumberjack Mega Knight
Bomb Tower
Guards
Lumberjack
Baby Dragon
Balloon Lumberjack Mega Knight
Balloon
Arrows Lumberjack Baby Dragon Mega Knight
Lumberjack
Balloon Arrows Guards Baby Dragon Mega Knight
Mega Knight
Arrows Baby Dragon Balloon Lumberjack

Defense Synergies 1 10

Skeletons
Bomb Tower Baby Dragon Lumberjack
Arrows
Mega Knight Bomb Tower Lumberjack
Bomb Tower
Skeletons Arrows Baby Dragon
Guards
Baby Dragon Lumberjack
Baby Dragon
Skeletons Bomb Tower Guards Lumberjack Mega Knight
Balloon
Lumberjack
Skeletons Arrows Guards Baby Dragon
Mega Knight
Arrows Baby Dragon

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.

Baby Dragon
Bomb Tower Lumberjack Skeletons Mega Knight
Bomb Tower Lumberjack Mega Knight Skeletons
Bomb Tower Lumberjack Skeletons Guards Mega Knight
Arrows Bomb Tower Lumberjack Mega Knight
Arrows Skeletons Bomb Tower Guards Baby Dragon Lumberjack Mega Knight
Arrows Bomb Tower Baby Dragon
Arrows Bomb Tower Baby Dragon Mega Knight
Skeletons Bomb Tower Lumberjack
Guards Skeletons Lumberjack Mega Knight
Guards Skeletons Arrows Bomb Tower Baby Dragon Lumberjack Mega Knight
Arrows Baby Dragon
Bomb Tower Lumberjack Mega Knight Skeletons Guards
Bomb Tower Mega Knight Arrows Guards Baby Dragon Lumberjack
Bomb Tower Lumberjack Mega Knight
Bomb Tower Lumberjack Mega Knight
Bomb Tower Mega Knight Skeletons Arrows Lumberjack
Arrows Bomb Tower Mega Knight Guards Baby Dragon Lumberjack
Arrows Bomb Tower Baby Dragon Guards Lumberjack Mega Knight
Bomb Tower Lumberjack
Mega Knight Arrows Bomb Tower Guards Baby Dragon Lumberjack
Bomb Tower Guards Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Mega Knight Skeletons
Arrows Bomb Tower Baby Dragon Lumberjack Mega Knight
Guards Lumberjack Mega Knight Skeletons Bomb Tower
Guards Lumberjack Mega Knight
Skeletons Guards Lumberjack Mega Knight
Arrows Skeletons Bomb Tower Baby Dragon
Guards Skeletons Bomb Tower Lumberjack
Mega Knight Bomb Tower Lumberjack
Mega Knight Skeletons Bomb Tower Baby Dragon
Skeletons Guards
Mega Knight Bomb Tower Guards Lumberjack
Mega Knight Arrows Guards
Mega Knight Skeletons Bomb Tower Guards Lumberjack
Bomb Tower Baby Dragon Mega Knight
Guards Skeletons Bomb Tower Baby Dragon Lumberjack
Arrows Mega Knight Bomb Tower Baby Dragon
Arrows Bomb 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.)

Arrows Guards Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Guards
Arrows Baby Dragon Mega Knight
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Guards Lumberjack
Arrows
Arrows Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon Mega Knight
Arrows
Arrows Baby Dragon Mega Knight
Arrows Baby Dragon Mega Knight
Baby Dragon Mega Knight
Arrows
Arrows Baby Dragon
Arrows Baby Dragon Mega Knight
Arrows Baby Dragon
Arrows Baby Dragon Mega Knight
Arrows Baby Dragon
Arrows Baby Dragon
Guards
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Guards
Arrows Baby Dragon
Arrows
Baby Dragon Lumberjack Mega Knight
Arrows Baby Dragon
Arrows
Mega Knight
Guards Baby Dragon
Baby Dragon Mega Knight
Mega Knight

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