My Best Clash Royale Deck

Deck Check Rating

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

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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing one of these:

Let's fix it!

Let's fix it!
Info More than two buildings. Where will you place them?

If you have more than two larger buildings, it is difficult to place them without making them an easy spell target. Consider replacing at least one. You have 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.

Cannon Tombstone 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.

Tombstone Ram Rider

Offensive cards

Win conditions

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

Royal Hogs Wall Breakers Ram Rider

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 Hogs Wall Breakers 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.

Royal Hogs Wall Breakers 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.

Royal Hogs 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
Royal Hogs Wall Breakers Ram Rider
Giant Snowball
Cannon Tombstone Royal Hogs Wall Breakers Ram Rider
Zap
Cannon Tombstone Royal Hogs Wall Breakers Ram Rider
Barbarian Barrel
Cannon Tombstone Bomb Tower Royal Hogs Wall Breakers
The Log
Cannon Tombstone Royal Hogs Wall Breakers Ram Rider
Earthquake
Cannon Tombstone Bomb Tower Royal Hogs
Arrows
Tombstone Royal Hogs Wall Breakers
Royal Delivery
Royal Hogs Wall Breakers Ram Rider
Fireball
Cannon Tombstone Bomb Tower Royal Hogs Wall Breakers Ram Rider
Poison
Cannon Tombstone Bomb Tower Royal Hogs
Lightning
Cannon Tombstone Bomb Tower Ram Rider
Rocket
Bomb Tower Royal Hogs Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower 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 Tombstone

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers The Log Arrows Cannon Tombstone Bomb Tower Royal Hogs Ram Rider

Shortest cycle

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

10 Wall Breakers The Log Arrows Cannon

Attack Synergies 1 5

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 Hogs Wall Breakers Ram Rider
Cannon
Tombstone
Bomb Tower
Royal Hogs
Arrows The Log
Wall Breakers
Arrows The Log
The Log
Royal Hogs Wall Breakers Ram Rider
Ram Rider
Arrows The Log

Defense Synergies 2 5

Arrows
Cannon Tombstone Bomb Tower
Cannon
The Log Arrows
Tombstone
Arrows Ram Rider
Bomb Tower
The Log Arrows
Royal Hogs
Wall Breakers
The Log
Cannon Bomb Tower Ram Rider
Ram Rider
Tombstone 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.

Cannon Tombstone The Log Ram Rider
Bomb Tower Cannon Tombstone The Log Ram Rider
Cannon Bomb Tower Ram Rider Tombstone
Cannon Bomb Tower Tombstone Ram Rider
Arrows Tombstone Bomb Tower The Log
Arrows The Log Cannon Bomb Tower
Ram Rider Arrows Cannon Tombstone Bomb Tower
Arrows Cannon Bomb Tower The Log Ram Rider
Cannon Tombstone Bomb Tower
Cannon
Arrows Cannon Tombstone Bomb Tower The Log Ram Rider
Arrows Ram Rider
Cannon Tombstone Bomb Tower The Log Ram Rider
Bomb Tower Arrows Cannon Tombstone The Log
Cannon Tombstone Bomb Tower Ram Rider
Bomb Tower Cannon The Log Ram Rider
Bomb Tower Arrows Cannon Tombstone
Arrows Cannon Tombstone Bomb Tower The Log Ram Rider
Arrows Bomb Tower The Log Cannon Tombstone Ram Rider
Cannon Bomb Tower Ram Rider
Arrows Cannon Bomb Tower The Log
Cannon Tombstone Bomb Tower

Counters to secondary win conditions

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

Tombstone
Arrows Bomb Tower The Log
Tombstone Bomb Tower The Log Ram Rider
The Log Ram Rider
Cannon Tombstone Ram Rider
Arrows Bomb Tower Ram Rider
Tombstone Bomb Tower Ram Rider
Bomb Tower
Tombstone Bomb Tower The Log
Cannon Tombstone
Tombstone Bomb Tower
Arrows The Log
Cannon Tombstone Bomb Tower Ram Rider
Cannon Bomb Tower
Tombstone Bomb Tower The Log
Arrows Cannon Bomb Tower The Log
Arrows Cannon Tombstone 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 The Log
Arrows The Log Ram Rider
Arrows The Log
Arrows The Log
Arrows The Log
Arrows Ram Rider
Arrows The Log
Arrows The Log Ram Rider
Arrows The Log Ram Rider
Arrows The Log Ram Rider
Arrows
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Arrows The Log
Arrows The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log
Arrows The Log Ram Rider
Arrows The Log Ram Rider
Arrows The Log
Arrows
Arrows The Log
Arrows
Arrows The Log
Tombstone
Arrows Ram Rider
Arrows The Log
Arrows The Log
Arrows
The Log
The Log

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