My Best Clash Royale Deck

Deck Check Rating

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

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.

Firecracker

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 Firecracker Royal Giant Royal Recruits Balloon

Offensive cards

Win conditions

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

Royal Giant Balloon

Damage spells

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

Arrows Rage The Log

Punishments

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

Royal Giant Royal Recruits Balloon

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 Royal Giant Royal Recruits Balloon

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.

Firecracker Balloon

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 Royal Recruits Balloon
Giant Snowball
Royal Recruits Balloon
Zap
Firecracker Royal Giant Balloon
Barbarian Barrel
Knight Firecracker Royal Recruits
The Log
Firecracker Royal Giant Royal Recruits
Earthquake
Firecracker
Arrows
Firecracker Royal Recruits
Royal Delivery
Knight Firecracker Royal Recruits Balloon
Fireball
Firecracker Balloon
Poison
Firecracker Royal Recruits Balloon
Lightning
Knight Balloon
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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 Knight Royal Recruits 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.

Royal Giant

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Rage The Log Arrows Knight Firecracker Balloon Royal Giant Royal Recruits

Shortest cycle

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

10 Rage The Log Arrows Knight

Attack Synergies 6 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.

Arrows
Royal Giant Balloon Knight
Knight
Firecracker Balloon Arrows The Log
Firecracker
Knight Royal Giant Royal Recruits Balloon
Royal Giant
Arrows Firecracker The Log
Royal Recruits
Firecracker
Rage
Balloon
Balloon
Arrows Knight Rage Firecracker The Log
The Log
Knight Royal Giant Balloon

Defense Synergies 2 4

Arrows
Knight
Knight
Firecracker Arrows The Log
Firecracker
Knight The Log Royal Recruits
Royal Giant
Royal Recruits
Firecracker The Log
Rage
Balloon
The Log
Firecracker Knight Royal Recruits

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 Firecracker Royal Recruits The Log
Knight Firecracker Royal Recruits The Log
Knight Royal Recruits
Royal Recruits Knight Firecracker
Arrows Firecracker Royal Recruits The Log
Arrows The Log Firecracker
Arrows Firecracker
Arrows Royal Recruits The Log
Royal Recruits
Knight Firecracker Royal Recruits
Arrows Knight Firecracker Royal Recruits The Log
Arrows Firecracker
Royal Recruits Knight The Log
Arrows Firecracker Royal Recruits The Log
Royal Recruits Knight
Royal Recruits The Log
Arrows Knight Firecracker Royal Recruits
Arrows Knight Firecracker Royal Recruits The Log
Arrows The Log Knight Firecracker Royal Recruits
Royal Recruits
Royal Recruits Arrows Knight Firecracker The Log

Counters to secondary win conditions

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

Knight Royal Recruits
Arrows Knight Firecracker The Log
Royal Recruits Knight The Log
Royal Recruits Knight The Log
Royal Recruits Knight
Arrows Firecracker
Royal Recruits Knight
Knight Royal Recruits
Royal Recruits Knight Firecracker The Log
Royal Recruits
Knight Royal Recruits
Royal Recruits Arrows The Log
Royal Recruits Knight
Royal Recruits Firecracker
Royal Recruits Knight Firecracker The Log
Arrows Firecracker Royal Recruits 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 Knight Firecracker Royal Recruits The Log
Arrows Firecracker The Log
Arrows The Log
Arrows Knight Firecracker Royal Recruits The Log
Arrows Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows The Log Firecracker
Arrows The Log Firecracker
Firecracker Arrows Knight Royal Recruits The Log
Arrows Firecracker
Knight Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker Royal Recruits The Log
Arrows
Arrows Firecracker The Log
Arrows Firecracker The Log
The Log
Arrows
The Log
Arrows Royal Recruits The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker
Firecracker
Arrows The Log
Arrows Firecracker
Arrows Firecracker The Log
Royal Recruits
Arrows Firecracker
Arrows The Log
Knight Firecracker
Arrows The Log Firecracker
Arrows
Firecracker Royal Recruits
Firecracker Royal Recruits The Log
Firecracker
Firecracker Royal Recruits The Log
Firecracker

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