My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Mediocre
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.

Archers

Defensive buildings

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

Cannon

Investments

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

Archers Balloon Lumberjack Skeleton King

Offensive cards

Win conditions

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

Wall Breakers Balloon

Damage spells

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

The Log

Punishments

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

Wall Breakers Balloon Lumberjack

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.

Wall Breakers Balloon Lumberjack Skeleton King

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.

Balloon Lumberjack

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
Archers Wall Breakers Guards Balloon Skeleton King
Giant Snowball
Archers Cannon Wall Breakers Guards Balloon Lumberjack Skeleton King
Zap
Archers Cannon Wall Breakers Guards Balloon Skeleton King
Barbarian Barrel
Archers Cannon Wall Breakers Guards Lumberjack Skeleton King
The Log
Archers Cannon Wall Breakers Guards Lumberjack Skeleton King
Earthquake
Archers Cannon Guards Skeleton King
Arrows
Archers Wall Breakers Guards Skeleton King
Royal Delivery
Archers Wall Breakers Guards Balloon Lumberjack Skeleton King
Fireball
Archers Cannon Wall Breakers Balloon Lumberjack Skeleton King
Poison
Archers Cannon Guards Balloon Skeleton King
Lightning
Cannon Balloon Lumberjack Skeleton King
Rocket
Balloon Skeleton King

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 Skeleton King

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.

Guards

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.

Wall Breakers The Log Archers Cannon Guards Lumberjack Skeleton King Balloon

Shortest cycle

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

10 Wall Breakers The Log Archers Cannon

Attack Synergies 1 10

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.

Archers
Wall Breakers Balloon Lumberjack
Cannon
Wall Breakers
Archers Balloon The Log Skeleton King
Guards
The Log Lumberjack
Balloon
Lumberjack Archers Wall Breakers The Log
The Log
Wall Breakers Guards Balloon Lumberjack
Lumberjack
Balloon Archers Guards The Log
Skeleton King
Wall Breakers

Defense Synergies 1 10

Archers
Cannon Guards The Log Lumberjack Skeleton King
Cannon
The Log Archers Guards Lumberjack
Wall Breakers
Guards
Archers Cannon The Log Lumberjack
Balloon
The Log
Cannon Archers Guards Lumberjack
Lumberjack
Archers Cannon Guards The Log
Skeleton King
Archers

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 The Log
Lumberjack Cannon The Log
Cannon Lumberjack Archers
Cannon Lumberjack Guards Skeleton King
The Log Lumberjack
The Log Archers Cannon Guards Lumberjack
Archers Cannon
Cannon The Log
Cannon Lumberjack Skeleton King
Guards Archers Cannon Lumberjack
Archers Guards Cannon The Log Lumberjack Skeleton King
Archers
Cannon Lumberjack Guards The Log
Cannon Guards The Log Lumberjack Skeleton King
Cannon Lumberjack Skeleton King
Cannon The Log Lumberjack
Cannon Lumberjack
Cannon Archers Guards The Log Lumberjack
The Log Archers Cannon Guards Lumberjack
Cannon Lumberjack
Archers Cannon Guards The Log Lumberjack
Cannon

Counters to secondary win conditions

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

Guards Lumberjack Archers
Archers The Log Lumberjack
Guards Lumberjack The Log
Guards Lumberjack The Log
Cannon Guards Lumberjack
Archers
Guards Archers Lumberjack
Lumberjack
The Log
Cannon Guards
Guards Lumberjack
Guards The Log
Cannon Guards Lumberjack Skeleton King
Archers Cannon
Guards Archers The Log Lumberjack Skeleton King
Archers Cannon The Log Skeleton King
Cannon

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
The Log
The Log
Guards The Log
The Log
Archers The Log
The Log
The Log
Guards Lumberjack
The Log
Archers
The Log
The Log
The Log
The Log
Archers The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
Archers
Guards
The Log
The Log
Archers Guards
Archers
The Log
Lumberjack
The Log Skeleton King
Guards The Log Skeleton King
The Log

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