My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Bad
Versatility
Good
F2P score
RIP

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 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!
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.

Tesla

Defensive buildings

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

Tesla

Investments

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

Tesla Royal Giant Royal Ghost Golden Knight

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant Royal Ghost Golden Knight

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 Giant Heal Spirit Royal Ghost

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 Ghost Golden Knight

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 Guards
Giant Snowball
Guards
Zap
Royal Giant Guards
Barbarian Barrel
Tesla Heal Spirit Guards Royal Ghost
The Log
Royal Giant Heal Spirit Guards
Earthquake
Tesla Guards
Arrows
Heal Spirit Guards
Royal Delivery
Heal Spirit Guards Royal Ghost
Fireball
Tesla
Poison
Guards
Lightning
Tesla
Rocket

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 Royal Ghost

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.

Heal Spirit Rage Guards Royal Ghost

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

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Heal Spirit

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.

Heal Spirit Rage The Log Guards Royal Ghost Tesla Golden Knight Royal Giant

Shortest cycle

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

8 Heal Spirit Rage The Log Guards

Attack Synergies 1 8

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.

Tesla
Royal Giant
Heal Spirit Guards The Log Royal Ghost
Heal Spirit
Royal Giant Guards Golden Knight
Rage
Golden Knight
Guards
Royal Giant Heal Spirit The Log
The Log
Royal Giant Guards
Royal Ghost
Royal Giant Golden Knight
Golden Knight
Heal Spirit Rage Royal Ghost

Defense Synergies 1 4

Tesla
The Log Guards
Royal Giant
Heal Spirit
Rage
Guards
Tesla The Log
The Log
Tesla Guards Royal Ghost Golden Knight
Royal Ghost
The Log
Golden Knight
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.

Tesla The Log Golden Knight
Tesla The Log
Tesla
Tesla Guards
The Log
The Log Tesla Guards Royal Ghost
Tesla
Tesla The Log Golden Knight
Tesla
Guards Tesla Royal Ghost
Guards Tesla The Log Royal Ghost
Tesla
Tesla Guards The Log
Tesla Guards The Log Royal Ghost Golden Knight
Tesla
Tesla The Log
Tesla
Tesla Guards The Log Royal Ghost Golden Knight
The Log Tesla Guards Royal Ghost
Tesla
Royal Ghost Tesla Guards The Log

Counters to secondary win conditions

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

Guards Tesla Royal Ghost
Tesla The Log Royal Ghost
Guards The Log Golden Knight
Guards Tesla The Log
Tesla Guards
Tesla
Guards Tesla
Tesla
The Log
Tesla Guards
Tesla Guards Golden Knight
Guards The Log
Tesla Guards Golden Knight
Tesla
Tesla Guards The Log Golden Knight
Tesla The Log Royal Ghost Golden Knight

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.)

Guards The Log Royal Ghost Golden Knight
The Log Royal Ghost Golden Knight
The Log
Guards The Log
The Log
The Log
The Log
The Log Golden Knight
Guards
The Log Golden Knight
The Log Golden Knight
The Log
The Log Golden Knight
The Log
The Log
The Log Golden Knight
The Log
The Log
The Log
The Log
The Log Royal Ghost Golden Knight
The Log Golden Knight
The Log Golden Knight
Guards
The Log
The Log
Guards
The Log
The Log
Guards The Log Golden Knight
The Log Royal Ghost Golden Knight

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