My Best Clash Royale Deck

Deck Check Rating

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

1 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

Inferno Dragon Little Prince

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.

Rune Giant Inferno Dragon Lumberjack Mega Knight Little Prince

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Arrows The Log

Punishments

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

Lumberjack Mega 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.

Rune Giant Lumberjack Mega Knight

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.

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
Guards Inferno Dragon
Giant Snowball
Guards Inferno Dragon Lumberjack Little Prince
Zap
Guards Inferno Dragon Little Prince
Barbarian Barrel
Guards Lumberjack Little Prince
The Log
Guards Lumberjack Little Prince
Earthquake
Guards
Arrows
Guards Little Prince
Royal Delivery
Guards Inferno Dragon Lumberjack Little Prince
Fireball
Inferno Dragon Lumberjack Little Prince
Poison
Guards Little Prince
Lightning
Inferno Dragon Lumberjack Little Prince
Rocket
Inferno Dragon Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Mega Knight

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 Guards Rune Giant Inferno Dragon Mega Knight

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.

The Log Arrows Guards Little Prince Rune Giant Inferno Dragon Lumberjack Mega Knight

Shortest cycle

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

11 The Log Arrows Guards Little Prince

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
Lumberjack Mega Knight
Guards
The Log Lumberjack
Rune Giant
Inferno Dragon Lumberjack Little Prince
The Log
Guards Lumberjack Mega Knight Little Prince
Inferno Dragon
Rune Giant Mega Knight
Lumberjack
Rune Giant Arrows Guards The Log Mega Knight
Mega Knight
Inferno Dragon Arrows The Log Lumberjack
Little Prince
Rune Giant The Log

Defense Synergies 1 10

Arrows
Mega Knight Lumberjack Little Prince
Guards
The Log Lumberjack
Rune Giant
The Log
Guards Inferno Dragon Lumberjack Mega Knight Little Prince
Inferno Dragon
The Log Mega Knight
Lumberjack
Arrows Guards The Log Little Prince
Mega Knight
Arrows The Log Inferno Dragon
Little Prince
Arrows The Log Lumberjack

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.

The Log
Inferno Dragon Lumberjack The Log Mega Knight
Lumberjack Mega Knight Inferno Dragon
Inferno Dragon Lumberjack Guards Mega Knight
Arrows The Log Lumberjack Mega Knight
Arrows The Log Guards Lumberjack Mega Knight
Inferno Dragon Arrows Little Prince
Arrows The Log Mega Knight
Inferno Dragon Lumberjack
Guards Lumberjack Mega Knight Little Prince
Guards Arrows The Log Lumberjack Mega Knight
Arrows Inferno Dragon
Lumberjack Mega Knight Guards The Log
Mega Knight Arrows Guards The Log Lumberjack
Inferno Dragon Lumberjack Mega Knight
The Log Inferno Dragon Lumberjack Mega Knight
Mega Knight Arrows Lumberjack
Arrows Mega Knight Guards The Log Lumberjack Little Prince
Arrows The Log Guards Inferno Dragon Lumberjack Mega Knight Little Prince
Inferno Dragon Lumberjack
Mega Knight Arrows Guards The Log Lumberjack Little Prince
Guards Inferno Dragon Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Mega Knight
Arrows The Log Inferno Dragon Lumberjack Mega Knight
Guards Lumberjack Mega Knight The Log
Guards Lumberjack Mega Knight The Log
Guards Inferno Dragon Lumberjack Mega Knight
Arrows
Guards Lumberjack
Mega Knight Inferno Dragon Lumberjack
Mega Knight The Log Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Mega Knight Guards Lumberjack
Mega Knight Arrows Guards The Log
Mega Knight Guards Lumberjack
Mega Knight
Guards The Log Inferno Dragon Lumberjack Little Prince
Arrows Mega Knight The Log Inferno Dragon
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.)

Arrows Guards The Log
Arrows The Log
Arrows The Log
Arrows Guards The Log
Arrows The Log Mega Knight
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Guards Lumberjack
Arrows The Log
Arrows
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log Mega Knight
Arrows
Arrows The Log Mega Knight
Arrows The Log Mega Knight Little Prince
The Log Mega Knight
Arrows
The Log
Arrows The Log
Arrows The Log Mega Knight Little Prince
Inferno Dragon
Arrows The Log
Arrows The Log Mega Knight
Arrows The Log
Arrows Little Prince
Guards
Arrows The Log Mega Knight
Arrows
Mega Knight
Arrows The Log
Guards
Arrows
Arrows The Log
Lumberjack Mega Knight
Arrows The Log
Arrows
Mega Knight
Guards The Log
The Log Mega Knight Little Prince
Inferno Dragon
Mega Knight

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