My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Mediocre
Versatility
Bad
F2P score
RIP

3 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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.

Electro Wizard 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.

Balloon Bowler Electro Wizard Ram Rider Monk

Offensive cards

Win conditions

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

Balloon Ram 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.

Balloon 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.

Balloon 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.

Balloon Electro Wizard Ram Rider Monk

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
Balloon Ram Rider
Zap
Balloon Ram Rider
Barbarian Barrel
Electro Wizard
The Log
Ram Rider
Earthquake
Arrows
Royal Delivery
Balloon Bowler Electro Wizard Ram Rider
Fireball
Balloon Bowler Electro Wizard Ram Rider
Poison
Balloon Electro Wizard
Lightning
Balloon Bowler Electro Wizard Ram Rider Monk
Rocket
Balloon Bowler Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bowler 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.

Rage Bowler

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.

Electro Wizard

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.

Mirror Rage The Log Electro Wizard Balloon Bowler Ram Rider Monk

Shortest cycle

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

8 Mirror Rage The Log Electro Wizard

Attack Synergies 2 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.

Mirror
The Log Balloon Ram Rider
Rage
Balloon Electro Wizard
Balloon
Rage Mirror The Log Electro Wizard
Bowler
The Log Electro Wizard Ram Rider
The Log
Mirror Balloon Bowler Ram Rider
Electro Wizard
Rage Balloon Bowler Ram Rider
Ram Rider
Mirror Bowler The Log Electro Wizard
Monk

Defense Synergies 1 7

Mirror
Bowler The Log Electro Wizard
Rage
Balloon
Bowler
The Log Mirror Electro Wizard
The Log
Bowler Mirror Electro Wizard Ram Rider
Electro Wizard
Mirror Bowler The Log Ram Rider
Ram Rider
The Log Electro Wizard
Monk

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.

Bowler The Log Electro Wizard Ram Rider
The Log Electro Wizard Ram Rider Monk
Bowler Ram Rider Electro Wizard
Bowler Electro Wizard Ram Rider Monk
Bowler The Log Monk
Bowler The Log Electro Wizard
Electro Wizard Ram Rider
Bowler The Log Electro Wizard Ram Rider Monk
Bowler Electro Wizard
Electro Wizard Bowler The Log Ram Rider
Electro Wizard Ram Rider
Bowler The Log Electro Wizard Ram Rider
Bowler The Log Electro Wizard
Electro Wizard Ram Rider
Monk Bowler The Log Electro Wizard Ram Rider
Bowler Electro Wizard
Bowler The Log Electro Wizard Ram Rider
The Log Bowler Electro Wizard Ram Rider
Electro Wizard Ram Rider
Bowler The Log Electro Wizard

Counters to secondary win conditions

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

Bowler Electro Wizard
Electro Wizard Bowler The Log Monk
Bowler The Log Electro Wizard Ram Rider
Bowler The Log Electro Wizard Ram Rider Monk
Bowler Ram Rider
Electro Wizard Ram Rider Monk
Bowler Electro Wizard Ram Rider
Electro Wizard The Log Monk
Bowler
Monk Bowler The Log Electro Wizard
Bowler Ram Rider
Bowler
Electro Wizard Bowler The Log Monk
Bowler The Log Electro Wizard
Electro Wizard

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 Monk
Monk Bowler The Log Electro Wizard Ram Rider
The Log
The Log
Bowler The Log
Ram Rider Monk
Bowler The Log
The Log Bowler Ram Rider
The Log Monk Ram Rider
Bowler Electro Wizard
Monk Bowler The Log Electro Wizard Ram Rider
Monk
Bowler The Log
Monk
The Log
Bowler The Log
Bowler The Log
Monk
Bowler The Log Electro Wizard Monk
Bowler The Log Monk
Bowler The Log Monk
Bowler The Log Monk
The Log Monk
The Log Bowler
The Log Bowler Electro Wizard Ram Rider Monk
Bowler The Log Ram Rider Monk
The Log
Electro Wizard
Electro Wizard
Bowler
The Log
Electro Wizard Monk
Bowler The Log Monk
Electro Wizard
Electro Wizard Ram Rider Monk
The Log
Bowler Electro Wizard
The Log Bowler
Monk
Bowler The Log Electro Wizard
Electro Wizard
Bowler The Log Electro Wizard Monk
Bowler Monk

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