My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker Electro Wizard

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 Royal Giant Electro Wizard Monk

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel

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.

Royal Giant Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Royal Giant

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 Goblin Barrel Electro Wizard Monk

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
Royal Giant Goblin Barrel Skeleton Army
Giant Snowball
Goblin Barrel Skeleton Army
Zap
Firecracker Royal Giant Goblin Barrel Skeleton Army
Barbarian Barrel
Firecracker Goblin Barrel Skeleton Army Electro Wizard
The Log
Firecracker Royal Giant Goblin Barrel Skeleton Army
Earthquake
Firecracker Goblin Barrel Skeleton Army
Arrows
Firecracker Goblin Barrel Skeleton Army
Royal Delivery
Firecracker Goblin Barrel Skeleton Army Electro Wizard
Fireball
Firecracker Goblin Barrel Skeleton Army Electro Wizard
Poison
Firecracker Skeleton Army Electro Wizard
Lightning
Electro Wizard Monk
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

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant Goblin Barrel Skeleton Army

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.

Goblin Barrel Electro Wizard

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 Firecracker Goblin Barrel Skeleton Army Electro Wizard Monk Royal Giant

Shortest cycle

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

11 The Log Arrows Firecracker Goblin Barrel

Attack Synergies 3 7

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
Royal Giant Goblin Barrel
Firecracker
Royal Giant Goblin Barrel Monk
Royal Giant
Arrows Firecracker Goblin Barrel The Log Electro Wizard Monk
Goblin Barrel
Royal Giant Arrows Firecracker Skeleton Army
Skeleton Army
Goblin Barrel
The Log
Royal Giant
Electro Wizard
Royal Giant
Monk
Firecracker Royal Giant

Defense Synergies 1 6

Arrows
Monk
Firecracker
The Log Skeleton Army Electro Wizard
Royal Giant
Goblin Barrel
Skeleton Army
Firecracker The Log Electro Wizard
The Log
Firecracker Skeleton Army Electro Wizard
Electro Wizard
Firecracker Skeleton Army The Log
Monk
Arrows

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.

Firecracker The Log Electro Wizard
Skeleton Army Firecracker The Log Electro Wizard Monk
Skeleton Army Electro Wizard
Skeleton Army Firecracker Electro Wizard Monk
Arrows Firecracker Skeleton Army The Log Monk
Arrows Skeleton Army The Log Firecracker Electro Wizard
Electro Wizard Arrows Firecracker
Arrows The Log Electro Wizard Monk
Skeleton Army
Skeleton Army Firecracker Electro Wizard
Skeleton Army Electro Wizard Arrows Firecracker The Log
Arrows Firecracker Electro Wizard
Skeleton Army The Log Electro Wizard
Skeleton Army Arrows Firecracker The Log Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Monk The Log Electro Wizard
Arrows Firecracker Skeleton Army Electro Wizard
Arrows Firecracker Skeleton Army The Log Electro Wizard
Arrows The Log Firecracker Electro Wizard
Electro Wizard
Skeleton Army Arrows Firecracker The Log Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Electro Wizard
Electro Wizard Arrows Firecracker The Log Monk
Skeleton Army The Log Electro Wizard
Skeleton Army The Log Electro Wizard Monk
Skeleton Army
Arrows Firecracker Electro Wizard Monk
Skeleton Army Electro Wizard
Skeleton Army
Electro Wizard Firecracker Skeleton Army The Log Monk
Skeleton Army
Skeleton Army Monk Arrows The Log Electro Wizard
Skeleton Army
Firecracker Skeleton Army
Skeleton Army Electro Wizard Firecracker The Log Monk
Arrows Firecracker The Log Electro Wizard
Arrows Electro Wizard

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 Firecracker The Log Monk
Arrows Firecracker Monk The Log Electro Wizard
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker Monk
Arrows Firecracker The Log
Arrows The Log Firecracker
Arrows The Log Monk Firecracker
Electro Wizard
Firecracker Monk Arrows The Log Electro Wizard
Monk Arrows Firecracker
Firecracker The Log
Arrows Firecracker Monk
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Monk Arrows
Arrows Firecracker The Log Electro Wizard Monk
Arrows Firecracker The Log Monk
The Log Monk
Arrows
The Log Monk
Arrows The Log Monk
Arrows Firecracker The Log
Arrows Firecracker The Log Electro Wizard Monk
Arrows The Log Monk
Arrows Firecracker The Log
Arrows Firecracker Electro Wizard
Electro Wizard Firecracker
Arrows The Log
Arrows Firecracker Electro Wizard Monk
Arrows Firecracker The Log Monk
Electro Wizard Skeleton Army
Arrows Firecracker Electro Wizard Monk
Arrows The Log
Firecracker Electro Wizard
Arrows The Log Firecracker
Monk Arrows
Firecracker
Firecracker The Log Electro Wizard
Firecracker Electro Wizard
Firecracker The Log Electro Wizard Monk
Firecracker Monk

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