My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker

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.

Firecracker Balloon Electro Giant Sparky

Offensive cards

Win conditions

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

Balloon Electro Giant

Damage spells

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

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 Balloon Electro Giant

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 Balloon Electro 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 Elite Barbarians Balloon

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 Balloon Sparky
Giant Snowball
Balloon
Zap
Firecracker Balloon Sparky
Barbarian Barrel
Firecracker Elite Barbarians Bomb Tower Sparky
The Log
Firecracker Elite Barbarians Sparky
Earthquake
Firecracker Bomb Tower
Arrows
Firecracker
Royal Delivery
Firecracker Elite Barbarians Balloon Sparky
Fireball
Firecracker Elite Barbarians Bomb Tower Balloon Sparky
Poison
Firecracker Bomb Tower Balloon Sparky
Lightning
Elite Barbarians Bomb Tower Balloon Sparky
Rocket
Elite Barbarians Bomb Tower Balloon Sparky

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Bomb Tower Electro Giant The Log Sparky

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.

Rage Electro Giant Sparky

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Rage The Log Firecracker Bomb Tower Balloon Elite Barbarians Sparky Electro Giant

Shortest cycle

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

11 Rage The Log Firecracker Bomb Tower

Attack Synergies 3 9

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
Elite Barbarians Balloon Sparky
Elite Barbarians
Rage Firecracker The Log Sparky
Bomb Tower
Rage
Elite Barbarians Balloon Sparky
Balloon
Rage Firecracker The Log Sparky
Electro Giant
Sparky
The Log
Elite Barbarians Balloon Sparky
Sparky
Rage Firecracker Elite Barbarians Balloon Electro Giant The Log

Defense Synergies 2 3

Firecracker
The Log Bomb Tower
Elite Barbarians
The Log
Bomb Tower
The Log Firecracker
Rage
Balloon
Electro Giant
The Log
Firecracker Bomb Tower Elite Barbarians Sparky
Sparky
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.

Firecracker The Log Sparky
Elite Barbarians Bomb Tower Sparky Firecracker The Log
Bomb Tower Sparky Elite Barbarians
Elite Barbarians Bomb Tower Sparky Firecracker
Firecracker Elite Barbarians Bomb Tower The Log Sparky
The Log Firecracker Bomb Tower
Firecracker Bomb Tower
Bomb Tower Electro Giant The Log Sparky
Sparky Elite Barbarians Bomb Tower
Elite Barbarians Firecracker Sparky
Firecracker Bomb Tower Electro Giant The Log
Firecracker
Bomb Tower Sparky Elite Barbarians The Log
Bomb Tower Sparky Firecracker The Log
Elite Barbarians Sparky Bomb Tower
Bomb Tower Elite Barbarians Electro Giant The Log Sparky
Bomb Tower Sparky Firecracker Elite Barbarians
Bomb Tower Firecracker Elite Barbarians The Log
Bomb Tower The Log Firecracker
Sparky Elite Barbarians Bomb Tower
Firecracker Elite Barbarians Bomb Tower Electro Giant The Log Sparky

Counters to secondary win conditions

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

Elite Barbarians Electro Giant Sparky
Firecracker Elite Barbarians Bomb Tower The Log
Elite Barbarians Bomb Tower The Log Sparky
Elite Barbarians The Log Sparky
Elite Barbarians Sparky
Firecracker Electro Giant Bomb Tower
Sparky Elite Barbarians Bomb Tower
Elite Barbarians Bomb Tower Sparky
Firecracker Elite Barbarians Bomb Tower The Log Sparky
Sparky
Elite Barbarians Bomb Tower Sparky
Elite Barbarians Electro Giant The Log
Elite Barbarians Bomb Tower Sparky
Firecracker Bomb Tower Electro Giant Sparky
Elite Barbarians Electro Giant Sparky Firecracker Bomb Tower The Log
Firecracker Elite Barbarians Bomb Tower Electro Giant The Log Sparky
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.)

Firecracker The Log Sparky
Firecracker The Log
The Log Sparky
Firecracker The Log Sparky
Firecracker The Log Sparky
Firecracker Electro Giant
Firecracker The Log Sparky
The Log Firecracker
The Log Firecracker
Elite Barbarians Sparky
Firecracker The Log Sparky
Firecracker
Firecracker Elite Barbarians The Log Sparky
Firecracker
Firecracker Elite Barbarians The Log Sparky
Firecracker The Log Sparky
Firecracker The Log Sparky
Sparky
Sparky
Firecracker The Log Sparky
Firecracker Electro Giant The Log
The Log Sparky
The Log Sparky
The Log
Firecracker Electro Giant The Log Sparky
Firecracker The Log Sparky
The Log Sparky
Firecracker The Log Sparky
Elite Barbarians Firecracker Electro Giant Sparky
Firecracker Electro Giant
Elite Barbarians Sparky
The Log Sparky
Firecracker Sparky
Sparky
Firecracker The Log Sparky
Firecracker
The Log
Firecracker Sparky
The Log Firecracker
Electro Giant Sparky
Firecracker Elite Barbarians Sparky
Electro Giant Firecracker Elite Barbarians The Log Sparky
Firecracker
Firecracker Electro Giant The Log Sparky
Sparky
Firecracker Sparky

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