My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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.

Fire Spirit

Defensive buildings

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

Bomb Tower

Investments

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

Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Royal Delivery The Log

Punishments

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

Goblin Barrel Mega Knight

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.

Fire Spirit Battle Healer 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.

Goblin Barrel

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
Goblin Barrel Guards
Giant Snowball
Fire Spirit Goblin Barrel Guards
Zap
Fire Spirit Goblin Barrel Guards
Barbarian Barrel
Fire Spirit Bomb Tower Goblin Barrel Guards
The Log
Fire Spirit Goblin Barrel Guards
Earthquake
Bomb Tower Goblin Barrel Guards
Arrows
Fire Spirit Goblin Barrel Guards
Royal Delivery
Fire Spirit Battle Healer Goblin Barrel Guards
Fireball
Bomb Tower Battle Healer Goblin Barrel
Poison
Bomb Tower Battle Healer Guards
Lightning
Bomb Tower Battle Healer
Rocket
Bomb Tower Battle Healer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Royal Delivery

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Royal Delivery Bomb Tower The Log Mega Knight

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.

Fire Spirit Royal Delivery Battle Healer Guards Mega Knight

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.

Goblin Barrel

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.

Fire Spirit Goblin Barrel

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.

Fire Spirit The Log Royal Delivery Goblin Barrel Guards Bomb Tower Battle Healer Mega Knight

Shortest cycle

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

9 Fire Spirit The Log Royal Delivery Goblin Barrel

Attack Synergies 0 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.

Fire Spirit
Battle Healer Goblin Barrel
Royal Delivery
Bomb Tower
Battle Healer
Fire Spirit Goblin Barrel
Goblin Barrel
Fire Spirit Battle Healer Guards Mega Knight
Guards
Goblin Barrel The Log
The Log
Guards Mega Knight
Mega Knight
Goblin Barrel The Log

Defense Synergies 2 10

Fire Spirit
Battle Healer The Log
Royal Delivery
Bomb Tower Battle Healer Guards The Log Mega Knight
Bomb Tower
Royal Delivery The Log Battle Healer
Battle Healer
Fire Spirit Royal Delivery Bomb Tower The Log
Goblin Barrel
Guards
Royal Delivery The Log
The Log
Bomb Tower Fire Spirit Royal Delivery Battle Healer Guards Mega Knight
Mega Knight
Royal Delivery 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
Bomb Tower Royal Delivery Battle Healer The Log Mega Knight
Bomb Tower Mega Knight Fire Spirit Royal Delivery
Bomb Tower Guards Mega Knight
Royal Delivery Bomb Tower Battle Healer The Log Mega Knight
Royal Delivery The Log Fire Spirit Bomb Tower Guards Mega Knight
Fire Spirit Royal Delivery Bomb Tower
Bomb Tower Battle Healer The Log Mega Knight
Bomb Tower
Guards Fire Spirit Royal Delivery Battle Healer Mega Knight
Guards Royal Delivery Bomb Tower The Log Mega Knight
Royal Delivery
Bomb Tower Mega Knight Fire Spirit Royal Delivery Battle Healer Guards The Log
Fire Spirit Bomb Tower Mega Knight Royal Delivery Guards The Log
Bomb Tower Mega Knight
Bomb Tower Royal Delivery The Log Mega Knight
Bomb Tower Mega Knight Royal Delivery
Fire Spirit Royal Delivery Bomb Tower Mega Knight Battle Healer Guards The Log
Royal Delivery Bomb Tower The Log Fire Spirit Battle Healer Guards Mega Knight
Bomb Tower
Mega Knight Fire Spirit Royal Delivery Bomb Tower Battle Healer Guards The Log

Counters to secondary win conditions

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

Guards Mega Knight Royal Delivery Battle Healer
Royal Delivery Bomb Tower Battle Healer The Log Mega Knight
Royal Delivery Guards Mega Knight Bomb Tower Battle Healer The Log
Guards Mega Knight Royal Delivery Battle Healer The Log
Royal Delivery Battle Healer Guards Mega Knight
Fire Spirit Royal Delivery Bomb Tower
Royal Delivery Guards Bomb Tower Battle Healer
Mega Knight Royal Delivery Bomb Tower Battle Healer
Royal Delivery Mega Knight Bomb Tower The Log
Royal Delivery Guards
Mega Knight Bomb Tower Guards
Mega Knight Royal Delivery Guards The Log
Royal Delivery Mega Knight Bomb Tower Guards
Bomb Tower Mega Knight
Guards Royal Delivery Bomb Tower Battle Healer The Log
Mega Knight Royal Delivery Bomb Tower Battle Healer The Log
Royal Delivery Bomb Tower

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.)

Guards The Log
The Log
The Log
Guards The Log
Fire Spirit The Log Mega Knight
Fire Spirit
Fire Spirit The Log
The Log Fire Spirit
The Log
Fire Spirit Guards
The Log
Fire Spirit
Fire Spirit The Log
The Log
The Log
The Log Mega Knight
Fire Spirit The Log Mega Knight
Fire Spirit The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Fire Spirit Mega Knight
The Log
The Log Mega Knight
The Log
Fire Spirit
Guards
The Log Mega Knight
Mega Knight
The Log
Fire Spirit Guards
Fire Spirit
The Log
Mega Knight
The Log
Mega Knight
Guards The Log
The Log Mega Knight
Mega Knight

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