My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Mediocre
Synergy
Bad
Versatility
RIP
F2P score
RIP

3 problems 1 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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 More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. 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.

Missing

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.

Elixir Collector Electro Giant

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Zap Earthquake Rage The Log

Punishments

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

Electro Giant

Pump responses

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

Earthquake Elixir Collector

Dropped at the bridge

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

Electro Giant

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
Clone
Giant Snowball
Clone
Zap
Clone
Barbarian Barrel
Clone
The Log
Clone
Earthquake
Elixir Collector Clone
Arrows
Clone
Royal Delivery
Clone
Fireball
Elixir Collector Clone
Poison
Elixir Collector Clone
Lightning
Elixir Collector
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Zap Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Earthquake Electro Giant 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.

Elixir Collector Rage Clone Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Rage The Log Earthquake Clone Elixir Collector Electro Giant

Shortest cycle

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

6 Mirror Zap Rage The Log

Attack Synergies 4 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.

Zap
Earthquake Mirror The Log
Earthquake
Zap Mirror Electro Giant The Log
Elixir Collector
Mirror
Zap Electro Giant The Log Earthquake
Rage
Clone
Electro Giant
Mirror Earthquake
The Log
Mirror Zap Earthquake

Defense Synergies 1 4

Zap
Mirror Earthquake The Log
Earthquake
Zap The Log
Elixir Collector
Mirror
Zap The Log
Rage
Clone
Electro Giant
The Log
Zap Earthquake Mirror

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 Zap The Log
Zap The Log
Earthquake The Log
The Log Zap Earthquake
Zap
Earthquake Zap Electro Giant The Log
Zap Earthquake Electro Giant The Log
Zap
Zap Earthquake The Log
Zap Earthquake The Log
Zap Electro Giant The Log
Zap The Log
Zap Earthquake The Log
Earthquake Electro Giant The Log

Counters to secondary win conditions

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

Zap Electro Giant
Zap The Log
Zap The Log
Zap The Log
Electro Giant Zap
Zap The Log
Zap Electro Giant The Log
Electro Giant
Electro Giant Zap The Log
Zap Earthquake Electro Giant The Log
Zap

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 The Log
Zap The Log
Earthquake The Log
Earthquake The Log
Zap Earthquake The Log
Electro Giant Zap
Earthquake The Log
Earthquake The Log Zap
The Log Zap
Zap Earthquake The Log
Zap
Earthquake The Log
Earthquake
Earthquake Zap The Log
Earthquake Zap The Log
Earthquake The Log
Earthquake
Zap Earthquake The Log
Zap Earthquake Electro Giant The Log
Earthquake The Log
The Log
Earthquake Zap The Log
Zap Earthquake Electro Giant The Log
The Log Zap Earthquake
Zap The Log
Zap The Log
Zap Electro Giant
Zap Electro Giant
Zap Earthquake The Log
Zap
Earthquake The Log
Zap Earthquake
Zap
The Log
The Log Zap Earthquake
Zap Electro Giant
Zap Electro Giant The Log
Zap
Zap Electro Giant The Log

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