My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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.

Missing

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

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.

Bowler

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Earthquake Void The Log

Punishments

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

Royal Hogs

Pump responses

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

Earthquake Void

Dropped at the bridge

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

Royal Hogs

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 Goblin Machine

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 Skeleton Army
Giant Snowball
Royal Hogs Skeleton Army
Zap
Royal Hogs Skeleton Army
Barbarian Barrel
Bomb Tower Royal Hogs Skeleton Army
The Log
Royal Hogs Skeleton Army
Earthquake
Bomb Tower Royal Hogs Skeleton Army
Arrows
Royal Hogs Skeleton Army
Royal Delivery
Royal Hogs Skeleton Army Bowler
Fireball
Bomb Tower Royal Hogs Skeleton Army Bowler
Poison
Bomb Tower Royal Hogs Skeleton Army
Lightning
Bomb Tower Bowler
Rocket
Bomb Tower Royal Hogs Bowler

Against air swarms

Spells and units that can counter air swarms.

Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Bomb Tower Bowler The Log Goblin Machine

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Skeleton Army Bowler Goblin Machine

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.

Skeleton Army

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.

The Log Earthquake Skeleton Army Void Bomb Tower Royal Hogs Bowler Goblin Machine

Shortest cycle

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

11 The Log Earthquake Skeleton Army Void

Attack Synergies 1 4

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.

Earthquake
Royal Hogs The Log
Bomb Tower
Royal Hogs
Earthquake Bowler The Log
Skeleton Army
Void
Bowler
Royal Hogs The Log
The Log
Earthquake Royal Hogs Bowler
Goblin Machine

Defense Synergies 2 4

Earthquake
Bomb Tower The Log
Bomb Tower
The Log Earthquake Skeleton Army
Royal Hogs
Skeleton Army
Bomb Tower The Log
Void
Bowler
The Log
The Log
Bomb Tower Bowler Earthquake Skeleton Army
Goblin Machine

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.

Earthquake Bowler Void The Log
Bomb Tower Skeleton Army The Log
Bomb Tower Skeleton Army Bowler Void
Bomb Tower Skeleton Army Bowler
Earthquake Bomb Tower Skeleton Army Bowler The Log
Skeleton Army Bowler The Log Earthquake Bomb Tower
Bomb Tower Void
Earthquake Bowler Bomb Tower Void The Log
Bomb Tower Skeleton Army
Skeleton Army Bowler
Skeleton Army Earthquake Bomb Tower Bowler The Log
Bomb Tower Skeleton Army Bowler Earthquake The Log
Bomb Tower Skeleton Army Bowler Earthquake The Log
Skeleton Army Bomb Tower
Bomb Tower Skeleton Army Bowler The Log
Bomb Tower Skeleton Army Bowler
Bomb Tower Skeleton Army Bowler The Log
Earthquake Bomb Tower The Log Bowler
Bomb Tower
Skeleton Army Bowler Earthquake Bomb Tower The Log

Counters to secondary win conditions

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

Skeleton Army Void Bowler
Void Bomb Tower Bowler The Log
Skeleton Army Bomb Tower Bowler The Log
Skeleton Army Bowler The Log
Skeleton Army Bowler
Bomb Tower
Skeleton Army Bomb Tower Void Bowler
Bomb Tower Skeleton Army
Void Bomb Tower Skeleton Army The Log
Skeleton Army
Bomb Tower Bowler
Skeleton Army Void Bowler The Log
Skeleton Army Bowler Bomb Tower
Bomb Tower Skeleton Army Bowler
Skeleton Army Bomb Tower Bowler The Log
Bowler Earthquake Bomb Tower The Log
Bomb Tower Void

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.)

Earthquake Void The Log
Void Bowler The Log
Earthquake Void The Log
Earthquake Void The Log
Earthquake Bowler The Log
Earthquake Bowler The Log
Earthquake The Log Bowler
Void The Log
Void Bowler
Void Earthquake Bowler The Log
Void
Earthquake Void Bowler The Log
Earthquake Void
Earthquake The Log
Earthquake Bowler The Log
Earthquake Bowler The Log
Earthquake
Void Earthquake Bowler The Log
Earthquake Bowler The Log
Earthquake Void Bowler The Log
Void
Void Bowler The Log
Earthquake Void The Log
Earthquake The Log Bowler
Void The Log Earthquake Bowler
Void Bowler The Log
Void The Log
Void
Void Bowler
Void Earthquake The Log
Void
Earthquake Bowler The Log
Earthquake Skeleton Army Void
The Log
Void Bowler
The Log Earthquake Bowler
Void
Bowler The Log
Void
Void Bowler The Log

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