My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Mediocre
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 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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!

Similar decks

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.

Bomb Tower Goblin Drill

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Knight Goblin Demolisher Magic Archer

Offensive cards

Win conditions

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

Goblin Drill

Damage spells

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

Tornado The Log

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Drill

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight 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.

Goblin Drill 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
Skeletons Goblin Demolisher Goblin Drill
Giant Snowball
Skeletons Goblin Drill
Zap
Skeletons Goblin Drill
Barbarian Barrel
Skeletons Knight Bomb Tower Goblin Drill Magic Archer
The Log
Skeletons Goblin Demolisher Goblin Drill
Earthquake
Skeletons Bomb Tower Goblin Drill
Arrows
Skeletons Goblin Drill
Royal Delivery
Skeletons Knight Goblin Demolisher Goblin Drill Magic Archer
Fireball
Bomb Tower Goblin Drill Magic Archer
Poison
Bomb Tower Goblin Drill Magic Archer
Lightning
Knight Bomb Tower Magic Archer
Rocket
Bomb Tower Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Goblin Demolisher Tornado 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.

Knight Goblin Demolisher Tornado Goblin Drill

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.

Skeletons The Log Knight Tornado Bomb Tower Goblin Demolisher Goblin Drill Magic Archer

Shortest cycle

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

9 Skeletons The Log Knight Tornado

Attack Synergies 1 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.

Skeletons
Knight
Goblin Drill The Log Magic Archer
Bomb Tower
Goblin Demolisher
Tornado
Magic Archer The Log
Goblin Drill
Knight The Log
The Log
Knight Tornado Goblin Drill Magic Archer
Magic Archer
Tornado Knight The Log

Defense Synergies 5 13

Skeletons
Knight Bomb Tower Tornado The Log Magic Archer
Knight
Bomb Tower Magic Archer Skeletons Tornado The Log
Bomb Tower
Knight Tornado The Log Skeletons Magic Archer
Goblin Demolisher
Tornado
Bomb Tower Magic Archer Skeletons Knight Goblin Drill The Log
Goblin Drill
Tornado The Log Magic Archer
The Log
Bomb Tower Skeletons Knight Tornado Goblin Drill Magic Archer
Magic Archer
Knight Tornado Skeletons Bomb Tower Goblin Drill 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.

Knight The Log Magic Archer
Bomb Tower Skeletons Knight Goblin Drill The Log
Bomb Tower Tornado Skeletons Knight Goblin Drill
Bomb Tower Skeletons Knight Goblin Drill
Bomb Tower Tornado The Log
Tornado The Log Skeletons Bomb Tower Magic Archer
Tornado Bomb Tower Magic Archer
Bomb Tower The Log Magic Archer
Skeletons Bomb Tower Tornado Goblin Drill
Knight Tornado Skeletons
Skeletons Knight Bomb Tower Tornado Goblin Drill The Log Magic Archer
Tornado Magic Archer
Bomb Tower Goblin Drill Skeletons Knight The Log
Bomb Tower Tornado Goblin Drill The Log Magic Archer
Knight Bomb Tower Goblin Drill
Bomb Tower Tornado Goblin Drill The Log
Bomb Tower Skeletons Knight Tornado Goblin Drill
Bomb Tower Knight Tornado Goblin Drill The Log Magic Archer
Bomb Tower Tornado Goblin Drill The Log Knight Magic Archer
Bomb Tower Tornado Goblin Drill
Knight Bomb Tower The Log

Counters to secondary win conditions

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

Knight Skeletons
Knight Bomb Tower The Log Magic Archer
Skeletons Knight Bomb Tower The Log
Knight Tornado The Log
Skeletons Knight Goblin Drill
Skeletons Bomb Tower Tornado Magic Archer
Skeletons Knight Bomb Tower
Knight Bomb Tower
Skeletons Knight Bomb Tower Tornado The Log Magic Archer
Skeletons Goblin Drill
Knight Bomb Tower
Tornado The Log
Skeletons Knight Bomb Tower
Bomb Tower Magic Archer
Skeletons Knight Bomb Tower Tornado Goblin Drill The Log Magic Archer
Bomb Tower The Log Magic Archer
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.)

Magic Archer Knight Goblin Drill The Log
Tornado The Log Magic Archer
Goblin Drill The Log Magic Archer
Knight The Log
The Log Magic Archer
Tornado Magic Archer
Tornado The Log Magic Archer
The Log Tornado Magic Archer
The Log Tornado
Tornado
Knight Tornado The Log Magic Archer
Tornado Magic Archer
Knight The Log Magic Archer
Magic Archer
The Log Magic Archer
Goblin Drill The Log Magic Archer
Magic Archer The Log
Tornado
The Log Magic Archer
Tornado The Log Magic Archer
The Log Magic Archer
Tornado
Tornado The Log
Goblin Drill The Log
Tornado The Log Magic Archer
The Log Tornado Magic Archer
Tornado The Log Magic Archer
Tornado The Log Magic Archer
Tornado Magic Archer
The Log Magic Archer
Magic Archer
The Log Magic Archer
Magic Archer
Tornado Magic Archer
The Log
Knight Magic Archer
The Log Magic Archer
Tornado
Tornado The Log Magic Archer
Tornado Magic Archer
Tornado The Log Magic Archer

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