My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
RIP
Versatility
RIP
F2P score
RIP

4 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Firecracker

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.

Firecracker Giant Skeleton

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Rage Lightning The Log

Pump responses

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

Lightning

Dropped at the bridge

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

Giant Skeleton

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.

Firecracker Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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.

Arrows Rage Clone Giant Skeleton

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 Rage The Log Arrows Firecracker Clone Giant Skeleton Lightning

Shortest cycle

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

7 Mirror Rage The Log Arrows

Attack Synergies 3 9

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 Giant Skeleton Lightning
Firecracker
Mirror Giant Skeleton
Mirror
Arrows The Log Firecracker Giant Skeleton Lightning
Rage
Giant Skeleton
Clone
Giant Skeleton
Giant Skeleton
Clone Arrows Firecracker Mirror Rage Lightning The Log
Lightning
Arrows Mirror Giant Skeleton
The Log
Mirror Giant Skeleton

Defense Synergies 2 7

Arrows
Mirror Giant Skeleton Lightning
Firecracker
The Log Mirror Giant Skeleton
Mirror
Arrows Firecracker The Log
Rage
Clone
Giant Skeleton
Arrows Firecracker The Log
Lightning
Arrows The Log
The Log
Firecracker Mirror Giant Skeleton Lightning

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.

Lightning Firecracker The Log
Firecracker The Log
Giant Skeleton Lightning
Firecracker
Lightning Arrows Firecracker Giant Skeleton The Log
Arrows The Log Firecracker
Lightning Arrows Firecracker
Lightning Arrows Giant Skeleton The Log
Firecracker Giant Skeleton
Arrows Firecracker Giant Skeleton The Log
Arrows Firecracker
Giant Skeleton Lightning The Log
Arrows Firecracker The Log
Lightning The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows The Log Firecracker Giant Skeleton
Arrows Firecracker Giant Skeleton The Log

Counters to secondary win conditions

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

Giant Skeleton
Arrows Firecracker Lightning The Log
Giant Skeleton Lightning The Log
Giant Skeleton Lightning The Log
Giant Skeleton
Arrows Firecracker
Giant Skeleton Lightning
Giant Skeleton
Giant Skeleton Lightning Firecracker The Log
Giant Skeleton
Lightning Arrows Giant Skeleton The Log
Giant Skeleton Lightning
Firecracker
Firecracker Giant Skeleton Lightning The Log
Arrows Firecracker Giant Skeleton The Log
Arrows

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.)

Lightning Arrows Firecracker Giant Skeleton The Log
Arrows Firecracker The Log
Lightning Arrows Giant Skeleton The Log
Lightning Arrows Firecracker Giant Skeleton The Log
Arrows Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows The Log Firecracker Lightning
Arrows The Log Firecracker Lightning
Lightning
Firecracker Lightning Arrows The Log
Lightning Arrows Firecracker
Lightning Firecracker The Log
Lightning Arrows Firecracker
Lightning Arrows Firecracker The Log
Lightning Arrows Firecracker The Log
Lightning Arrows Firecracker The Log
Lightning Arrows
Lightning
Lightning Arrows Firecracker The Log
Lightning Arrows Firecracker The Log
Lightning Giant Skeleton The Log
Lightning Arrows
Lightning The Log
Lightning Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker The Log Lightning
Lightning Arrows The Log
Lightning Arrows Firecracker The Log
Lightning Arrows Firecracker
Lightning Firecracker
Lightning
Lightning Arrows The Log
Lightning Arrows Firecracker
Giant Skeleton
Arrows Firecracker Lightning The Log
Lightning
Lightning Arrows Firecracker
Arrows The Log
Lightning Firecracker
Arrows The Log Firecracker Lightning
Lightning Arrows Giant Skeleton
Firecracker
Firecracker Giant Skeleton Lightning The Log
Firecracker Lightning
Lightning Firecracker Giant Skeleton The Log
Lightning Firecracker

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