My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Inferno Tower

Defensive buildings

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

Inferno Tower

Investments

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

Balloon Lumberjack Mighty Miner

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows

Punishments

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

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.

Barbarians Balloon Lumberjack Mighty Miner

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 Mighty Miner

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
Guards Balloon Mighty Miner
Giant Snowball
Barbarians Guards Balloon Lumberjack Mighty Miner
Zap
Inferno Tower Guards Balloon Mighty Miner
Barbarian Barrel
Barbarians Inferno Tower Guards Lumberjack
The Log
Barbarians Guards Lumberjack
Earthquake
Barbarians Inferno Tower Guards
Arrows
Guards
Royal Delivery
Barbarians Guards Balloon Lumberjack
Fireball
Barbarians Inferno Tower Balloon Lumberjack Mighty Miner
Poison
Barbarians Inferno Tower Guards Balloon
Lightning
Inferno Tower Balloon Lumberjack Mighty Miner
Rocket
Barbarians Inferno Tower Balloon Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Arrows Inferno Tower Guards Mighty Miner

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.

Barbarians

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 Arrows Guards Lumberjack Mighty Miner Barbarians Inferno Tower Balloon

Shortest cycle

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

10 Mirror Arrows Guards Lumberjack

Attack Synergies 3 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.

Arrows
Mirror Balloon Lumberjack Mighty Miner
Barbarians
Balloon
Inferno Tower
Mirror
Arrows Balloon Lumberjack
Guards
Lumberjack
Balloon
Arrows Lumberjack Barbarians Mirror
Lumberjack
Balloon Arrows Mirror Guards
Mighty Miner
Arrows

Defense Synergies 2 7

Arrows
Mirror Barbarians Inferno Tower Lumberjack
Barbarians
Arrows
Inferno Tower
Guards Arrows Mirror Lumberjack
Mirror
Arrows Inferno Tower Lumberjack
Guards
Inferno Tower Lumberjack
Balloon
Lumberjack
Arrows Inferno Tower Mirror Guards
Mighty Miner

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.

Inferno Tower
Barbarians Inferno Tower Lumberjack
Barbarians Inferno Tower Lumberjack
Barbarians Inferno Tower Lumberjack Guards
Arrows Barbarians Lumberjack
Arrows Guards Lumberjack
Inferno Tower Arrows
Arrows Barbarians Inferno Tower
Barbarians Inferno Tower Mighty Miner Lumberjack
Guards Barbarians Inferno Tower Lumberjack
Barbarians Guards Arrows Lumberjack
Arrows Inferno Tower
Barbarians Inferno Tower Lumberjack Guards
Arrows Barbarians Guards Lumberjack
Barbarians Inferno Tower Lumberjack
Barbarians Inferno Tower Lumberjack
Barbarians Arrows Inferno Tower Lumberjack
Arrows Barbarians Guards Lumberjack
Arrows Barbarians Guards Lumberjack
Barbarians Inferno Tower Lumberjack
Arrows Barbarians Guards Lumberjack
Inferno Tower Guards Lumberjack Mighty Miner

Counters to secondary win conditions

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

Barbarians Guards Lumberjack Inferno Tower
Arrows Lumberjack
Barbarians Guards Lumberjack Inferno Tower
Guards Lumberjack Barbarians Inferno Tower
Barbarians Inferno Tower Guards Lumberjack Mighty Miner
Arrows
Guards Barbarians Inferno Tower Lumberjack
Inferno Tower Mighty Miner Barbarians Lumberjack
Barbarians Inferno Tower
Inferno Tower Barbarians Guards
Barbarians Inferno Tower Guards Lumberjack
Arrows Barbarians Guards
Barbarians Inferno Tower Guards Lumberjack
Barbarians
Barbarians Inferno Tower Guards Lumberjack Mighty Miner
Arrows Barbarians Inferno Tower Mighty Miner
Arrows Inferno 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.)

Arrows Guards
Arrows
Arrows
Arrows Barbarians Guards
Arrows
Arrows
Arrows
Arrows
Arrows
Guards Lumberjack
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows Barbarians
Arrows
Arrows
Arrows
Arrows
Arrows
Guards
Arrows
Arrows
Mighty Miner
Arrows
Barbarians Guards
Arrows
Arrows
Lumberjack
Arrows
Arrows
Guards

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