My Best Clash Royale Deck

Deck Check Rating

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

4 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 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 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.

Ram Rider

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.

Knight Prince P.E.K.K.A Lumberjack Ram Rider Goblinstein

Offensive cards

Win conditions

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

Ram Rider

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.

Prince Lumberjack Ram Rider

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.

Knight Prince P.E.K.K.A Lumberjack Ram Rider

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 Ram Rider

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
Prince Ram Rider
Giant Snowball
Lumberjack Ram Rider
Zap
Prince Ram Rider
Barbarian Barrel
Knight Lumberjack
The Log
Prince Lumberjack Ram Rider
Earthquake
Arrows
Royal Delivery
Knight Prince P.E.K.K.A Lumberjack Ram Rider
Fireball
Lumberjack Ram Rider
Poison
Lightning
Knight Prince Lumberjack Ram Rider Goblinstein
Rocket
Prince Ram Rider

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.

Knight Rage Prince P.E.K.K.A

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.

Rage The Log Knight Lumberjack Prince Ram Rider Goblinstein P.E.K.K.A

Shortest cycle

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

11 Rage The Log Knight Lumberjack

Attack Synergies 1 15

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.

Knight
Prince The Log Lumberjack Ram Rider
Rage
Prince
Prince
Knight Rage The Log Lumberjack Ram Rider
P.E.K.K.A
Goblinstein The Log Lumberjack Ram Rider
The Log
Knight Prince P.E.K.K.A Lumberjack Ram Rider
Lumberjack
Knight Prince P.E.K.K.A The Log Ram Rider
Ram Rider
Knight Prince P.E.K.K.A The Log Lumberjack Goblinstein
Goblinstein
P.E.K.K.A Ram Rider

Defense Synergies 3 5

Knight
The Log Lumberjack
Rage
Prince
The Log
P.E.K.K.A
The Log Goblinstein
The Log
Prince P.E.K.K.A Knight Lumberjack Ram Rider
Lumberjack
Knight The Log Ram Rider
Ram Rider
The Log Lumberjack
Goblinstein
P.E.K.K.A

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.

Knight The Log Ram Rider
P.E.K.K.A Lumberjack Knight Prince The Log Ram Rider
Prince P.E.K.K.A Lumberjack Ram Rider Knight
Prince P.E.K.K.A Lumberjack Knight Ram Rider
Prince P.E.K.K.A The Log Lumberjack
The Log Lumberjack
Ram Rider
P.E.K.K.A The Log Ram Rider
P.E.K.K.A Prince Lumberjack
Knight Prince Lumberjack
Knight The Log Lumberjack Ram Rider
Ram Rider
Prince P.E.K.K.A Lumberjack Knight The Log Ram Rider
Prince P.E.K.K.A The Log Lumberjack
P.E.K.K.A Knight Prince Lumberjack Ram Rider
Prince P.E.K.K.A The Log Lumberjack Ram Rider Goblinstein
Knight Prince P.E.K.K.A Lumberjack
Knight Prince The Log Lumberjack Ram Rider
The Log Knight Lumberjack Ram Rider
P.E.K.K.A Prince Lumberjack Ram Rider
Knight Prince P.E.K.K.A The Log Lumberjack
P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack Prince P.E.K.K.A
Knight Prince The Log Lumberjack
P.E.K.K.A Lumberjack Knight Prince The Log Ram Rider
Prince P.E.K.K.A Lumberjack Knight The Log Ram Rider
P.E.K.K.A Knight Prince Lumberjack Ram Rider
Goblinstein Ram Rider
Prince P.E.K.K.A Knight Lumberjack Ram Rider
P.E.K.K.A Knight Prince Lumberjack
P.E.K.K.A Goblinstein Knight Prince The Log
P.E.K.K.A
P.E.K.K.A Knight Prince Lumberjack
P.E.K.K.A Prince The Log
Prince P.E.K.K.A Knight Lumberjack Ram Rider
Knight Prince P.E.K.K.A The Log Lumberjack Goblinstein
P.E.K.K.A 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.)

Knight The Log
The Log Ram Rider
The Log
Knight Prince The Log
The Log Goblinstein
Goblinstein Ram Rider
The Log
The Log Ram Rider
The Log Ram Rider
Prince Lumberjack
Knight Prince The Log Ram Rider
Knight The Log
Prince The Log
The Log
The Log
Prince The Log
The Log
Prince The Log
Prince The Log
The Log
The Log Goblinstein
The Log Ram Rider
Prince The Log Ram Rider
The Log
Goblinstein
The Log
P.E.K.K.A Prince
The Log
Prince Goblinstein
Ram Rider
The Log
Knight Prince Lumberjack
The Log
Prince P.E.K.K.A
The Log
Prince The Log
Prince P.E.K.K.A

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