My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard

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.

Skeletons Electro Wizard Monk

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.

Arrows The Log

Punishments

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

Elite Barbarians Goblin Barrel

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.

Elite Barbarians

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.

Elite Barbarians Goblin Barrel Electro Wizard 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
Skeletons Elite Barbarians Goblin Barrel
Giant Snowball
Skeletons Cannon Goblin Barrel
Zap
Skeletons Cannon Goblin Barrel
Barbarian Barrel
Skeletons Cannon Elite Barbarians Goblin Barrel Electro Wizard
The Log
Skeletons Cannon Elite Barbarians Goblin Barrel
Earthquake
Skeletons Cannon Goblin Barrel
Arrows
Skeletons Goblin Barrel
Royal Delivery
Skeletons Elite Barbarians Goblin Barrel Electro Wizard
Fireball
Cannon Elite Barbarians Goblin Barrel Electro Wizard
Poison
Cannon Electro Wizard
Lightning
Cannon Elite Barbarians Electro Wizard Monk
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows

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 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.

Goblin Barrel 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Arrows Cannon Goblin Barrel Electro Wizard Monk Elite Barbarians

Shortest cycle

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

9 Skeletons The Log Arrows Cannon

Attack Synergies 1 2

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.

Skeletons
Arrows
Elite Barbarians Goblin Barrel
Cannon
Elite Barbarians
Arrows The Log
Goblin Barrel
Arrows
The Log
Elite Barbarians
Electro Wizard
Monk

Defense Synergies 2 9

Skeletons
Cannon Elite Barbarians The Log Electro Wizard Monk
Arrows
Cannon Monk
Cannon
Skeletons The Log Arrows Electro Wizard
Elite Barbarians
Skeletons The Log
Goblin Barrel
The Log
Cannon Skeletons Elite Barbarians Electro Wizard
Electro Wizard
Skeletons Cannon The Log
Monk
Skeletons Arrows

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.

Cannon The Log Electro Wizard
Elite Barbarians Skeletons Cannon The Log Electro Wizard Monk
Cannon Skeletons Elite Barbarians Electro Wizard
Cannon Elite Barbarians Skeletons Electro Wizard Monk
Arrows Elite Barbarians The Log Monk
Arrows The Log Skeletons Cannon Electro Wizard
Electro Wizard Arrows Cannon
Arrows Cannon The Log Electro Wizard Monk
Cannon Skeletons Elite Barbarians
Elite Barbarians Skeletons Cannon Electro Wizard
Electro Wizard Skeletons Arrows Cannon The Log
Arrows Electro Wizard
Cannon Skeletons Elite Barbarians The Log Electro Wizard
Arrows Cannon The Log Electro Wizard
Elite Barbarians Cannon Electro Wizard
Monk Cannon Elite Barbarians The Log Electro Wizard
Skeletons Arrows Cannon Elite Barbarians Electro Wizard
Arrows Cannon Elite Barbarians The Log Electro Wizard
Arrows The Log Cannon Electro Wizard
Cannon Elite Barbarians Electro Wizard
Arrows Cannon Elite Barbarians The Log Electro Wizard

Counters to secondary win conditions

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

Skeletons Elite Barbarians Electro Wizard
Electro Wizard Arrows Elite Barbarians The Log Monk
Skeletons Elite Barbarians The Log Electro Wizard
Elite Barbarians The Log Electro Wizard Monk
Skeletons Cannon Elite Barbarians
Arrows Skeletons Electro Wizard Monk
Skeletons Elite Barbarians Electro Wizard
Elite Barbarians
Electro Wizard Skeletons Elite Barbarians The Log Monk
Skeletons Cannon
Elite Barbarians
Monk Arrows Elite Barbarians The Log Electro Wizard
Elite Barbarians Skeletons Cannon
Cannon
Elite Barbarians Electro Wizard Skeletons The Log Monk
Arrows Cannon Elite Barbarians The Log Electro Wizard
Arrows Cannon 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.)

Arrows The Log Monk
Arrows Monk The Log Electro Wizard
Arrows The Log
Arrows The Log
Arrows The Log
Arrows Monk
Arrows The Log
Arrows The Log
Arrows The Log Monk
Elite Barbarians Electro Wizard
Monk Arrows The Log Electro Wizard
Monk Arrows
Elite Barbarians The Log
Arrows Monk
Arrows Elite Barbarians The Log
Arrows The Log
Arrows The Log
Monk Arrows
Arrows The Log Electro Wizard Monk
Arrows The Log Monk
The Log Monk
Arrows
The Log Monk
Arrows The Log Monk
Arrows The Log
Arrows The Log Electro Wizard Monk
Arrows The Log Monk
Arrows The Log
Elite Barbarians Arrows Electro Wizard
Electro Wizard
Elite Barbarians
Arrows The Log
Arrows Electro Wizard Monk
Arrows The Log Monk
Electro Wizard
Arrows Electro Wizard Monk
Arrows The Log
Electro Wizard
Arrows The Log
Monk Arrows
Elite Barbarians
Elite Barbarians The Log Electro Wizard
Electro Wizard
The Log Electro Wizard Monk
Monk

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