My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Mediocre
Synergy
Bad
Versatility
RIP
F2P score
RIP

3 problems 5 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 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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons

Offensive cards

Win conditions

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

Wall Breakers Goblin Barrel

Damage spells

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

Goblin Curse The Log

Punishments

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

Wall Breakers 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.

Goblins Wall Breakers

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.

Goblin Barrel

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 Wall Breakers Goblin Curse Goblin Barrel Clone
Giant Snowball
Skeletons Goblins Wall Breakers Goblin Curse Goblin Barrel Clone
Zap
Skeletons Goblins Wall Breakers Goblin Curse Goblin Barrel Clone
Barbarian Barrel
Skeletons Goblins Wall Breakers Goblin Curse Goblin Barrel Clone
The Log
Skeletons Goblins Wall Breakers Goblin Curse Goblin Barrel Clone
Earthquake
Skeletons Goblin Barrel Clone
Arrows
Skeletons Goblins Wall Breakers Goblin Curse Goblin Barrel Clone
Royal Delivery
Skeletons Goblins Wall Breakers Goblin Barrel Clone
Fireball
Wall Breakers Goblin Barrel Clone
Poison
Goblin Curse Clone
Lightning
Rocket

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.

Goblin Curse Clone

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.

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.

Goblins Goblin Barrel

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 Skeletons Goblins Wall Breakers Goblin Curse The Log Goblin Barrel Clone

Shortest cycle

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

5 Mirror Skeletons Goblins Wall Breakers

Attack Synergies 3 3

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
Goblins
Mirror
Goblin Barrel The Log Wall Breakers
Wall Breakers
Mirror The Log
Goblin Curse
The Log
Goblin Barrel
Mirror Clone
Clone
Goblin Barrel
The Log
Mirror Goblin Curse Wall Breakers

Defense Synergies 0 3

Skeletons
The Log
Goblins
The Log
Mirror
The Log
Wall Breakers
Goblin Curse
Goblin Barrel
Clone
The Log
Skeletons Goblins Mirror

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.

The Log
Skeletons Goblins Goblin Curse The Log
Skeletons Goblins Goblin Curse
Skeletons Goblins Goblin Curse
The Log
The Log Skeletons Goblins
Goblin Curse
The Log
Skeletons Goblins Goblin Curse
Skeletons Goblins
Goblins Goblin Curse Skeletons The Log
Goblin Curse
Skeletons Goblin Curse The Log
Goblins Goblin Curse The Log
Goblin Curse
Goblin Curse The Log
Skeletons Goblins
Goblins The Log
The Log Goblin Curse
Goblin Curse
Goblins Goblin Curse The Log

Counters to secondary win conditions

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

Skeletons Goblins
The Log
Skeletons Goblins The Log
The Log
Skeletons Goblin Curse
Skeletons Goblin Curse
Skeletons Goblins
Goblin Curse
Skeletons Goblins The Log
Skeletons Goblin Curse
The Log
Skeletons Goblin Curse
Goblin Curse
Skeletons Goblins The Log
Goblin Curse 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.)

The Log
Goblin Curse The Log
The Log
The Log
Goblin Curse The Log
Goblin Curse
The Log
The Log Goblin Curse
The Log
Goblins
The Log
Goblin Curse
The Log
The Log
The Log
The Log
The Log
Goblin Curse The Log
The Log
The Log
The Log
Goblin Curse The Log
The Log
The Log
Goblin Curse The Log
Goblin Curse
The Log
Goblin Curse The Log
Goblin Curse
The Log
The Log
The Log
The Log

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