My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Mediocre
F2P score
Bad

2 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!
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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Electro Dragon

Defensive buildings

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

Cannon

Investments

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

Knight Firecracker Rune Giant Electro Dragon Goblinstein

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.

The Log

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.

Knight Rune 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 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
Giant Snowball
Cannon Electro Dragon
Zap
Cannon Firecracker
Barbarian Barrel
Knight Cannon Firecracker
The Log
Cannon Firecracker
Earthquake
Cannon Firecracker
Arrows
Firecracker
Royal Delivery
Knight Firecracker Electro Dragon
Fireball
Cannon Firecracker Electro Dragon
Poison
Cannon Firecracker Electro Dragon
Lightning
Knight Cannon Electro Dragon Goblinstein
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

Knight Rune Giant

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Berserker The Log Knight Cannon Firecracker Rune Giant Electro Dragon Goblinstein

Shortest cycle

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

10 Berserker The Log Knight Cannon

Attack Synergies 2 2

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.

Berserker
Rune Giant
Knight
Firecracker Electro Dragon The Log
Cannon
Firecracker
Knight
Rune Giant
Berserker
Electro Dragon
Knight
The Log
Knight
Goblinstein

Defense Synergies 5 5

Berserker
Knight
Cannon Firecracker Electro Dragon The Log
Cannon
Knight The Log Firecracker Electro Dragon
Firecracker
Knight The Log Cannon Electro Dragon
Rune Giant
Electro Dragon
Knight Cannon Firecracker The Log
The Log
Cannon Firecracker Knight Electro Dragon
Goblinstein

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.

Knight Cannon Firecracker Electro Dragon The Log
Knight Cannon Firecracker Electro Dragon The Log
Cannon Knight Electro Dragon
Cannon Knight Firecracker Electro Dragon
Firecracker The Log
The Log Cannon Firecracker Electro Dragon
Cannon Firecracker Electro Dragon
Cannon Electro Dragon The Log
Cannon
Knight Cannon Firecracker
Berserker Knight Cannon Firecracker Electro Dragon The Log
Firecracker Electro Dragon
Cannon Knight Electro Dragon The Log
Cannon Firecracker Electro Dragon The Log
Knight Cannon
Cannon The Log Goblinstein
Knight Cannon Firecracker Electro Dragon
Cannon Knight Firecracker Electro Dragon The Log
The Log Knight Cannon Firecracker Electro Dragon
Cannon
Knight Cannon Firecracker Electro Dragon The Log
Cannon

Counters to secondary win conditions

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

Knight
Knight Firecracker Electro Dragon The Log
Knight Electro Dragon The Log
Knight The Log
Knight Cannon
Firecracker Goblinstein Electro Dragon
Knight
Knight
Electro Dragon Goblinstein Knight Firecracker The Log
Cannon
Knight Electro Dragon
The Log
Knight Cannon
Cannon Firecracker Electro Dragon
Electro Dragon Knight Firecracker The Log Goblinstein
Cannon Firecracker Electro Dragon The Log
Cannon

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.)

Knight Firecracker Electro Dragon The Log
Firecracker Electro Dragon The Log
Electro Dragon The Log
Knight Firecracker The Log
Firecracker The Log Goblinstein
Firecracker Goblinstein Electro Dragon
Firecracker The Log
The Log Firecracker Electro Dragon
The Log Firecracker Electro Dragon
Electro Dragon
Firecracker Knight Electro Dragon The Log
Firecracker Electro Dragon
Knight Firecracker The Log
Firecracker Electro Dragon
Firecracker The Log
Firecracker Electro Dragon The Log
Firecracker Electro Dragon The Log
Firecracker Electro Dragon The Log
Firecracker Electro Dragon The Log
The Log
The Log
Electro Dragon The Log
Firecracker The Log Electro Dragon Goblinstein
Firecracker The Log Electro Dragon
Electro Dragon The Log
Firecracker The Log
Firecracker Electro Dragon
Electro Dragon Firecracker Goblinstein
Electro Dragon The Log
Firecracker Electro Dragon
Firecracker The Log
Electro Dragon Goblinstein
Firecracker Electro Dragon
The Log
Knight Firecracker Electro Dragon
The Log Firecracker Electro Dragon
Firecracker Electro Dragon
Electro Dragon Firecracker The Log
Firecracker Electro Dragon
Electro Dragon Firecracker The Log
Firecracker Electro Dragon

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