My Best Clash Royale Deck

Deck Check Rating

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

1 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 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.

Wizard

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.

Royal Giant Wizard Fisherman Lumberjack Monk

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows The Log

Punishments

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

Royal Giant Lumberjack

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.

Royal Giant Lumberjack

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.

Lumberjack 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
Royal Giant Guards Fisherman
Giant Snowball
Guards Fisherman Lumberjack
Zap
Royal Giant Guards Fisherman
Barbarian Barrel
Wizard Guards Lumberjack
The Log
Royal Giant Guards Fisherman Lumberjack
Earthquake
Guards
Arrows
Guards
Royal Delivery
Wizard Guards Fisherman Lumberjack
Fireball
Wizard Fisherman Lumberjack
Poison
Wizard Guards Fisherman
Lightning
Wizard Fisherman Lumberjack Monk
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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.

Arrows Guards

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.

Royal Giant

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.

Wizard

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.

The Log Arrows Guards Fisherman Lumberjack Wizard Monk Royal Giant

Shortest cycle

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

11 The Log Arrows Guards Fisherman

Attack Synergies 2 11

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.

Arrows
Royal Giant Lumberjack
Royal Giant
Arrows Fisherman Wizard Guards The Log Lumberjack Monk
Wizard
Royal Giant Lumberjack
Guards
Royal Giant The Log Lumberjack
The Log
Royal Giant Guards Fisherman Lumberjack
Fisherman
Royal Giant The Log
Lumberjack
Arrows Royal Giant Wizard Guards The Log
Monk
Royal Giant

Defense Synergies 1 10

Arrows
Lumberjack Monk
Royal Giant
Wizard
Guards The Log Lumberjack
Guards
Fisherman Wizard The Log Lumberjack
The Log
Wizard Guards Fisherman Lumberjack
Fisherman
Guards The Log Monk
Lumberjack
Arrows Wizard Guards The Log
Monk
Arrows Fisherman

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.

Wizard The Log
Lumberjack The Log Fisherman Monk
Fisherman Lumberjack
Lumberjack Guards Fisherman Monk
Arrows The Log Lumberjack Monk
Arrows The Log Guards Lumberjack
Arrows Wizard
Arrows The Log Monk
Fisherman Lumberjack
Guards Fisherman Lumberjack
Guards Arrows Wizard The Log Fisherman Lumberjack
Arrows Wizard
Lumberjack Wizard Guards The Log
Wizard Arrows Guards The Log Lumberjack
Lumberjack
Monk The Log Fisherman Lumberjack
Wizard Arrows Fisherman Lumberjack
Arrows Wizard Guards The Log Fisherman Lumberjack
Arrows Wizard The Log Guards Fisherman Lumberjack
Fisherman Lumberjack
Wizard Arrows Guards The Log Fisherman Lumberjack
Guards Fisherman Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Fisherman
Arrows Wizard The Log Fisherman Lumberjack Monk
Guards Lumberjack The Log Fisherman
Guards Lumberjack The Log Fisherman Monk
Guards Fisherman Lumberjack
Arrows Wizard Monk
Guards Lumberjack
Fisherman Lumberjack
The Log Monk
Guards
Guards Lumberjack
Monk Arrows Guards The Log
Wizard Guards Lumberjack
Wizard
Guards The Log Fisherman Lumberjack Monk
Arrows Wizard The Log
Arrows

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 The Log Monk
Arrows Monk The Log Fisherman
Arrows The Log
Arrows Guards The Log
Wizard Arrows The Log
Arrows Wizard Monk
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Monk Wizard Fisherman
Guards Fisherman Lumberjack
Monk Arrows Wizard The Log Fisherman
Monk Arrows Wizard
The Log Fisherman
Arrows Fisherman Monk
Arrows The Log Fisherman
Arrows Wizard The Log
Arrows Wizard The Log
Monk Arrows
Fisherman
Arrows Wizard The Log Fisherman Monk
Arrows Wizard The Log Monk
The Log Monk
Arrows Wizard
The Log Fisherman Monk
Arrows The Log Monk
Arrows The Log Wizard
Fisherman
Arrows The Log Wizard Fisherman Monk
Arrows Wizard The Log Fisherman Monk
Arrows The Log Fisherman
Arrows Wizard
Wizard Guards
Arrows Wizard The Log
Arrows Monk
Arrows Wizard The Log Monk
Guards
Arrows Wizard Monk
Arrows The Log
Wizard Lumberjack
Arrows The Log Wizard
Monk Arrows
Guards The Log
The Log Monk
Wizard Monk
Fisherman

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