My Best Clash Royale Deck

Deck Check Rating

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

4 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash 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!
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.

Missing

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 P.E.K.K.A Lumberjack Mega Knight Golden Knight

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.

Goblin Curse The Log

Punishments

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

Elixir Golem Lumberjack Mega Knight Golden 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.

Elixir Golem P.E.K.K.A 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 Golden Knight

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
Elixir Golem Goblin Curse Clone
Giant Snowball
Goblin Curse Clone Lumberjack
Zap
Goblin Curse Clone
Barbarian Barrel
Elixir Golem Goblin Curse Clone Lumberjack
The Log
Elixir Golem Goblin Curse Clone Lumberjack
Earthquake
Elixir Golem Clone
Arrows
Goblin Curse Clone
Royal Delivery
Elixir Golem Clone P.E.K.K.A Lumberjack
Fireball
Elixir Golem Clone Lumberjack
Poison
Elixir Golem Goblin Curse Clone
Lightning
Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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.

Elixir Golem Goblin Curse Clone P.E.K.K.A 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.

Goblin Curse The Log Elixir Golem Clone Lumberjack Golden Knight P.E.K.K.A Mega Knight

Shortest cycle

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

10 Goblin Curse The Log Elixir Golem Clone

Attack Synergies 1 8

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.

Elixir Golem
The Log Lumberjack
Goblin Curse
The Log
Clone
Lumberjack
P.E.K.K.A
The Log Lumberjack
The Log
Goblin Curse Elixir Golem P.E.K.K.A Lumberjack Mega Knight
Lumberjack
Elixir Golem Clone P.E.K.K.A The Log Mega Knight
Mega Knight
The Log Lumberjack
Golden Knight

Defense Synergies 1 3

Elixir Golem
Goblin Curse
Clone
P.E.K.K.A
The Log
The Log
P.E.K.K.A Lumberjack Mega Knight Golden Knight
Lumberjack
The Log
Mega Knight
The Log
Golden Knight
The Log

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 Golden Knight
P.E.K.K.A Lumberjack Goblin Curse The Log Mega Knight
P.E.K.K.A Lumberjack Mega Knight Goblin Curse
P.E.K.K.A Lumberjack Goblin Curse Mega Knight
P.E.K.K.A The Log Lumberjack Mega Knight
The Log Lumberjack Mega Knight
Goblin Curse
P.E.K.K.A The Log Mega Knight Golden Knight
P.E.K.K.A Goblin Curse Lumberjack
Lumberjack Mega Knight
Goblin Curse The Log Lumberjack Mega Knight
Goblin Curse
P.E.K.K.A Lumberjack Mega Knight Goblin Curse The Log
Mega Knight Goblin Curse P.E.K.K.A The Log Lumberjack Golden Knight
P.E.K.K.A Goblin Curse Lumberjack Mega Knight
Goblin Curse P.E.K.K.A The Log Lumberjack Mega Knight
Mega Knight P.E.K.K.A Lumberjack
Mega Knight The Log Lumberjack Golden Knight
The Log Goblin Curse Lumberjack Mega Knight
P.E.K.K.A Goblin Curse Lumberjack
Mega Knight Goblin Curse P.E.K.K.A The Log Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight P.E.K.K.A
The Log Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight The Log Golden Knight
P.E.K.K.A Lumberjack Mega Knight The Log
P.E.K.K.A Goblin Curse Lumberjack Mega Knight
Goblin Curse
P.E.K.K.A Lumberjack
P.E.K.K.A Mega Knight Goblin Curse Lumberjack
P.E.K.K.A Mega Knight The Log
P.E.K.K.A Goblin Curse
P.E.K.K.A Mega Knight Lumberjack Golden Knight
P.E.K.K.A Mega Knight The Log
P.E.K.K.A Mega Knight Goblin Curse Lumberjack Golden Knight
Goblin Curse Mega Knight
P.E.K.K.A The Log Lumberjack Golden Knight
Mega Knight Goblin Curse P.E.K.K.A The Log Golden Knight

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.)

The Log Golden Knight
Goblin Curse The Log Golden Knight
The Log
The Log
Goblin Curse The Log Mega Knight
Goblin Curse
The Log
The Log Goblin Curse
The Log Golden Knight
Lumberjack
The Log Golden Knight
Goblin Curse
The Log Golden Knight
The Log
The Log Golden Knight
The Log Mega Knight
The Log Mega Knight
Goblin Curse The Log Mega Knight Golden Knight
The Log Mega Knight
The Log
The Log
Goblin Curse The Log Mega Knight
The Log Golden Knight
The Log Mega Knight Golden Knight
Goblin Curse The Log Golden Knight
Goblin Curse
The Log Mega Knight
P.E.K.K.A Mega Knight
Goblin Curse The Log
Goblin Curse
The Log
Lumberjack Mega Knight
The Log
P.E.K.K.A Mega Knight
The Log Golden Knight
The Log Mega Knight Golden Knight
P.E.K.K.A
Mega Knight

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