My Best Clash Royale Deck

Deck Check Rating

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

3 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Magic Archer

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.

Rune Giant Giant Skeleton Electro Giant Magic Archer

Offensive cards

Win conditions

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

Rune Giant Electro Giant

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 Electro Giant

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.

Elite Barbarians Rune Giant Giant Skeleton Electro Giant Magic Archer

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 Giant Skeleton Magic Archer

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
Elite Barbarians Giant Skeleton
Giant Snowball
Zap
Barbarian Barrel
Elite Barbarians Giant Skeleton Magic Archer
The Log
Elite Barbarians Giant Skeleton
Earthquake
Arrows
Royal Delivery
Elite Barbarians Giant Skeleton Magic Archer
Fireball
Elite Barbarians Magic Archer
Poison
Magic Archer
Lightning
Elite Barbarians Magic Archer
Rocket
Elite Barbarians Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Giant The Log Magic Archer

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.

Rage Rune Giant Giant Skeleton Electro Giant

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

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.

Berserker Rage The Log Rune Giant Magic Archer Elite Barbarians Giant Skeleton Electro Giant

Shortest cycle

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

10 Berserker Rage The Log Rune Giant

Attack Synergies 2 6

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.

Berserker
Rune Giant
Elite Barbarians
Rage The Log
Rage
Elite Barbarians Giant Skeleton
Rune Giant
Berserker Magic Archer
Giant Skeleton
Rage The Log Magic Archer
Electro Giant
The Log
Elite Barbarians Giant Skeleton Magic Archer
Magic Archer
Rune Giant Giant Skeleton The Log

Defense Synergies 0 4

Berserker
Elite Barbarians
The Log
Rage
Rune Giant
Giant Skeleton
The Log Magic Archer
Electro Giant
The Log
Elite Barbarians Giant Skeleton Magic Archer
Magic Archer
Giant Skeleton The Log

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 Magic Archer
Elite Barbarians The Log
Elite Barbarians Giant Skeleton
Elite Barbarians
Elite Barbarians Giant Skeleton The Log
The Log Magic Archer
Magic Archer
Giant Skeleton Electro Giant The Log Magic Archer
Elite Barbarians
Elite Barbarians Giant Skeleton
Berserker Giant Skeleton Electro Giant The Log Magic Archer
Magic Archer
Elite Barbarians Giant Skeleton The Log
The Log Magic Archer
Elite Barbarians
Elite Barbarians Electro Giant The Log
Elite Barbarians
Elite Barbarians The Log Magic Archer
The Log Giant Skeleton Magic Archer
Elite Barbarians
Elite Barbarians Giant Skeleton Electro Giant The Log
Elite Barbarians

Counters to secondary win conditions

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

Elite Barbarians Giant Skeleton Electro Giant
Elite Barbarians The Log Magic Archer
Giant Skeleton Elite Barbarians The Log
Giant Skeleton Elite Barbarians The Log
Giant Skeleton Elite Barbarians
Electro Giant Magic Archer
Elite Barbarians Giant Skeleton
Giant Skeleton Elite Barbarians
Giant Skeleton Elite Barbarians The Log Magic Archer
Elite Barbarians Giant Skeleton
Elite Barbarians Giant Skeleton Electro Giant The Log
Elite Barbarians Giant Skeleton
Electro Giant Magic Archer
Elite Barbarians Electro Giant Giant Skeleton The Log Magic Archer
Elite Barbarians Giant Skeleton Electro Giant The Log Magic Archer

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.)

Magic Archer Giant Skeleton The Log
The Log Magic Archer
Giant Skeleton The Log Magic Archer
Giant Skeleton The Log
The Log Magic Archer
Electro Giant Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log
Elite Barbarians
The Log Magic Archer
Magic Archer
Elite Barbarians The Log Magic Archer
Magic Archer
Elite Barbarians The Log Magic Archer
The Log Magic Archer
Magic Archer The Log
The Log Magic Archer
Electro Giant The Log Magic Archer
Giant Skeleton The Log Magic Archer
The Log
The Log
Electro Giant The Log Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log Magic Archer
Elite Barbarians Electro Giant Magic Archer
Electro Giant
Elite Barbarians
The Log Magic Archer
Magic Archer
Giant Skeleton
The Log Magic Archer
Magic Archer
Magic Archer
The Log
Magic Archer
The Log Magic Archer
Giant Skeleton Electro Giant
Elite Barbarians
Electro Giant Elite Barbarians Giant Skeleton The Log Magic Archer
Magic Archer
Giant Skeleton Electro Giant The Log Magic Archer

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