My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
RIP
F2P score
Bad

3 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 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.

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 Giant Skeleton

Offensive cards

Win conditions

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

Hog Rider

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.

Hog 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.

Knight Hog Rider Giant Skeleton

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.

Hog Rider Giant Skeleton

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
Hog Rider Clone Giant Skeleton
Giant Snowball
Cannon Hog Rider Clone
Zap
Cannon Clone
Barbarian Barrel
Knight Cannon Clone Giant Skeleton
The Log
Cannon Hog Rider Clone Giant Skeleton
Earthquake
Cannon Hog Rider Clone
Arrows
Clone
Royal Delivery
Knight Hog Rider Clone Giant Skeleton
Fireball
Cannon Hog Rider Clone
Poison
Cannon Clone
Lightning
Knight Cannon
Rocket
Hog Rider

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

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 Rage Clone Giant Skeleton

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.

Mirror Rage The Log Knight Cannon Clone Hog Rider Giant Skeleton

Shortest cycle

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

7 Mirror Rage The Log Knight

Attack Synergies 5 6

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.

Knight
Hog Rider The Log
Cannon
Hog Rider
Knight Rage The Log Mirror Giant Skeleton
Mirror
The Log Hog Rider Giant Skeleton
Rage
Hog Rider Giant Skeleton
Clone
Giant Skeleton
Giant Skeleton
Clone Hog Rider Mirror Rage The Log
The Log
Hog Rider Mirror Knight Giant Skeleton

Defense Synergies 3 3

Knight
Cannon The Log
Cannon
Knight Mirror The Log
Hog Rider
Mirror
Cannon The Log
Rage
Clone
Giant Skeleton
The Log
The Log
Cannon Knight Mirror Giant Skeleton

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 The Log
Knight Cannon The Log
Cannon Knight Giant Skeleton
Cannon Knight
Giant Skeleton The Log
The Log Cannon
Cannon
Cannon Giant Skeleton The Log
Cannon
Knight Cannon Giant Skeleton
Knight Cannon Giant Skeleton The Log
Cannon Knight Giant Skeleton The Log
Cannon The Log
Knight Cannon
Cannon The Log
Knight Cannon
Cannon Knight The Log
The Log Knight Cannon Giant Skeleton
Cannon
Knight Cannon Giant Skeleton The Log

Counters to secondary win conditions

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

Knight Giant Skeleton
Knight The Log
Giant Skeleton Knight The Log
Giant Skeleton Knight The Log
Giant Skeleton Knight Cannon
Knight Giant Skeleton
Giant Skeleton Knight
Giant Skeleton Knight The Log
Cannon
Knight Giant Skeleton
Giant Skeleton The Log
Giant Skeleton Knight Cannon
Cannon
Knight Giant Skeleton The Log
Cannon Giant Skeleton 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 Giant Skeleton The Log
The Log
Giant Skeleton The Log
Knight Giant Skeleton The Log
The Log
The Log
The Log
The Log
Knight The Log
Knight The Log
The Log
The Log
The Log
The Log
The Log
Giant Skeleton The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
Giant Skeleton
The Log
The Log
Knight
The Log
Giant Skeleton
Giant Skeleton The Log
Giant Skeleton The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: