My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Mediocre
Versatility
Mediocre
F2P score
Mediocre

2 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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon

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.

Elixir Golem Electro Dragon

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Rage The Log

Punishments

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

Elite Barbarians Elixir Golem

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.

Elite Barbarians Elixir Golem Battle Healer

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.

Elite Barbarians Electro Dragon

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
Elite Barbarians Elixir Golem Guards
Giant Snowball
Guards Electro Dragon
Zap
Guards
Barbarian Barrel
Elite Barbarians Elixir Golem Guards
The Log
Elite Barbarians Elixir Golem Guards
Earthquake
Elixir Golem Guards
Arrows
Guards
Royal Delivery
Elite Barbarians Elixir Golem Battle Healer Guards Electro Dragon
Fireball
Elite Barbarians Elixir Golem Battle Healer Electro Dragon
Poison
Elixir Golem Battle Healer Guards Electro Dragon
Lightning
Elite Barbarians Battle Healer Electro Dragon
Rocket
Elite Barbarians Battle Healer Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Dragon 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 Elixir Golem Battle Healer Rage Guards

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.

Elite 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Rage The Log Arrows Elixir Golem Guards Battle Healer Electro Dragon Elite Barbarians

Shortest cycle

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

10 Rage The Log Arrows Elixir Golem

Attack Synergies 6 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
Elite Barbarians Elixir Golem Battle Healer
Elite Barbarians
Arrows Rage The Log
Elixir Golem
Battle Healer Rage Arrows Electro Dragon The Log
Battle Healer
Elixir Golem Rage Electro Dragon Arrows
Rage
Elite Barbarians Elixir Golem Battle Healer Electro Dragon
Guards
The Log
Electro Dragon
Battle Healer Elixir Golem Rage
The Log
Elite Barbarians Elixir Golem Guards

Defense Synergies 1 6

Arrows
Battle Healer
Elite Barbarians
The Log
Elixir Golem
Battle Healer
Electro Dragon Arrows The Log
Rage
Guards
Electro Dragon The Log
Electro Dragon
Battle Healer Guards The Log
The Log
Elite Barbarians Battle Healer Guards Electro Dragon

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.

Electro Dragon The Log
Elite Barbarians Battle Healer Electro Dragon The Log
Elite Barbarians Electro Dragon
Elite Barbarians Guards Electro Dragon
Arrows Elite Barbarians Battle Healer The Log
Arrows The Log Guards Electro Dragon
Arrows Electro Dragon
Arrows Battle Healer Electro Dragon The Log
Elite Barbarians
Elite Barbarians Guards Battle Healer
Guards Arrows Electro Dragon The Log
Arrows Electro Dragon
Elite Barbarians Battle Healer Guards Electro Dragon The Log
Arrows Guards Electro Dragon The Log
Elite Barbarians
Elite Barbarians The Log
Arrows Elite Barbarians Electro Dragon
Arrows Elite Barbarians Battle Healer Guards Electro Dragon The Log
Arrows The Log Battle Healer Guards Electro Dragon
Elite Barbarians
Arrows Elite Barbarians Battle Healer Guards Electro Dragon The Log

Counters to secondary win conditions

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

Guards Elite Barbarians Battle Healer
Arrows Elite Barbarians Battle Healer Electro Dragon The Log
Guards Elite Barbarians Battle Healer Electro Dragon The Log
Guards Elite Barbarians Battle Healer The Log
Elite Barbarians Battle Healer Guards
Arrows Electro Dragon
Guards Elite Barbarians Battle Healer
Elite Barbarians Battle Healer
Electro Dragon Elite Barbarians The Log
Guards
Elite Barbarians Guards Electro Dragon
Arrows Elite Barbarians Guards The Log
Elite Barbarians Guards
Electro Dragon
Elite Barbarians Guards Electro Dragon Battle Healer The Log
Arrows Elite Barbarians Battle Healer Electro Dragon The Log

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 Electro Dragon The Log
Arrows Electro Dragon The Log
Arrows Electro Dragon The Log
Arrows Guards The Log
Arrows The Log
Arrows Electro Dragon
Arrows The Log
Arrows The Log Electro Dragon
Arrows The Log Electro Dragon
Elite Barbarians Guards Electro Dragon
Arrows Electro Dragon The Log
Arrows Electro Dragon
Elite Barbarians The Log
Arrows Electro Dragon
Arrows Elite Barbarians The Log
Arrows Electro Dragon The Log
Arrows Electro Dragon The Log
Arrows
Arrows Electro Dragon The Log
Arrows Electro Dragon The Log
The Log
Arrows
The Log
Arrows Electro Dragon The Log
Arrows The Log Electro Dragon
Arrows The Log Electro Dragon
Arrows Electro Dragon The Log
Arrows The Log
Elite Barbarians Arrows Electro Dragon
Electro Dragon Guards
Elite Barbarians
Arrows Electro Dragon The Log
Arrows Electro Dragon
Arrows The Log
Guards Electro Dragon
Arrows Electro Dragon
Arrows The Log
Electro Dragon
Arrows The Log Electro Dragon
Arrows
Elite Barbarians Electro Dragon
Electro Dragon Elite Barbarians Guards The Log
Electro Dragon
Electro Dragon The Log

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