My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Baby Dragon Witch Ram Rider

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 Baby Dragon Witch Balloon Electro Giant Ram Rider Goblinstein

Offensive cards

Win conditions

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

Balloon Electro Giant Ram Rider

Damage spells

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

The Log

Punishments

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

Balloon Electro Giant Ram Rider

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.

Baby Dragon Balloon Electro Giant Ram Rider

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 Balloon Ram Rider

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
Balloon Ram Rider
Giant Snowball
Baby Dragon Witch Balloon Ram Rider
Zap
Firecracker Witch Balloon Ram Rider
Barbarian Barrel
Firecracker Witch
The Log
Firecracker Witch Ram Rider
Earthquake
Firecracker Witch
Arrows
Firecracker Witch
Royal Delivery
Firecracker Baby Dragon Witch Balloon Ram Rider
Fireball
Firecracker Baby Dragon Witch Balloon Ram Rider
Poison
Firecracker Witch Balloon
Lightning
Baby Dragon Witch Balloon Ram Rider Goblinstein
Rocket
Witch Balloon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker Baby Dragon Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Baby Dragon Electro Giant 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.

Baby Dragon Electro Giant

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.

Witch

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 Firecracker Baby Dragon Witch Balloon Ram Rider Goblinstein Electro Giant

Shortest cycle

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

14 The Log Firecracker Baby Dragon Witch

Attack Synergies 0 10

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.

Firecracker
Baby Dragon Balloon Ram Rider
Baby Dragon
Firecracker Witch Balloon Electro Giant Ram Rider
Witch
Baby Dragon Ram Rider
Balloon
Firecracker Baby Dragon The Log
Electro Giant
Baby Dragon
The Log
Balloon Ram Rider
Ram Rider
Firecracker Baby Dragon Witch The Log
Goblinstein

Defense Synergies 1 5

Firecracker
The Log Baby Dragon
Baby Dragon
Firecracker Witch The Log
Witch
Baby Dragon The Log
Balloon
Electro Giant
The Log
Firecracker Baby Dragon Witch Ram Rider
Ram Rider
The Log
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.

Firecracker Baby Dragon The Log Ram Rider
Firecracker Witch The Log Ram Rider
Witch Ram Rider
Witch Firecracker Ram Rider
Firecracker The Log
The Log Firecracker Baby Dragon
Ram Rider Firecracker Baby Dragon Witch
Baby Dragon Electro Giant The Log Ram Rider
Witch
Firecracker
Witch Firecracker Baby Dragon Electro Giant The Log Ram Rider
Firecracker Baby Dragon Witch Ram Rider
Witch The Log Ram Rider
Firecracker Baby Dragon Witch The Log
Ram Rider
Electro Giant The Log Ram Rider
Firecracker Witch
Firecracker Baby Dragon Witch The Log Ram Rider
Baby Dragon Witch The Log Firecracker Ram Rider
Ram Rider
Firecracker Baby Dragon Witch Electro Giant The Log

Counters to secondary win conditions

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

Witch Electro Giant
Firecracker Baby Dragon The Log
Witch The Log Ram Rider
The Log Ram Rider
Witch Ram Rider
Firecracker Electro Giant Baby Dragon Witch Ram Rider
Witch Ram Rider
Firecracker Baby Dragon Witch The Log
Witch
Witch
Electro Giant The Log
Witch Ram Rider
Firecracker Baby Dragon Witch Electro Giant
Witch Electro Giant Firecracker Baby Dragon The Log
Firecracker Baby Dragon Witch Electro Giant 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.)

Firecracker Baby Dragon The Log
Firecracker Baby Dragon The Log Ram Rider
Baby Dragon The Log
Firecracker The Log
Firecracker Baby Dragon The Log
Firecracker Electro Giant Baby Dragon Witch Ram Rider
Firecracker Baby Dragon Witch The Log
The Log Firecracker Baby Dragon Ram Rider
The Log Firecracker Ram Rider
Firecracker The Log Ram Rider
Firecracker Baby Dragon
Firecracker Baby Dragon The Log
Firecracker Baby Dragon
Firecracker Baby Dragon The Log
Firecracker Baby Dragon Witch The Log
Firecracker Baby Dragon The Log
Firecracker Baby Dragon The Log
Firecracker Baby Dragon Witch Electro Giant The Log
Baby Dragon The Log
The Log
Baby Dragon The Log
Firecracker Electro Giant The Log Baby Dragon Witch
Witch
Firecracker The Log Baby Dragon Witch Ram Rider
Baby Dragon Witch The Log Ram Rider
Firecracker Baby Dragon The Log
Firecracker Baby Dragon Witch Electro Giant
Firecracker Witch Electro Giant
The Log
Firecracker
Firecracker The Log
Witch
Firecracker Baby Dragon Witch Ram Rider
The Log
Firecracker Baby Dragon
The Log Firecracker Baby Dragon
Electro Giant
Firecracker
Electro Giant Firecracker Baby Dragon Witch The Log
Firecracker Witch
Firecracker Baby Dragon Witch Electro Giant The Log
Firecracker

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