My Best Clash Royale Deck

Deck Check Rating

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

1 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Archers Electro Dragon Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Cage

Investments

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

Skeletons Archers Goblin Cage Electro Dragon Inferno Dragon Goblinstein

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap The Log

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

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.

Electro Dragon

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 Archers Inferno Dragon
Giant Snowball
Skeletons Archers Electro Dragon Inferno Dragon
Zap
Skeletons Archers Inferno Dragon
Barbarian Barrel
Skeletons Archers Goblin Cage
The Log
Skeletons Archers Goblin Cage
Earthquake
Skeletons Archers Goblin Cage
Arrows
Skeletons Archers
Royal Delivery
Skeletons Archers Goblin Cage Electro Dragon Inferno Dragon
Fireball
Archers Goblin Cage Electro Dragon Inferno Dragon
Poison
Archers Goblin Cage Electro Dragon
Lightning
Goblin Cage Electro Dragon Inferno Dragon Goblinstein
Rocket
Electro Dragon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Electro Dragon 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.

Inferno Dragon

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 Zap The Log Archers Goblin Cage Inferno Dragon Electro Dragon Goblinstein

Shortest cycle

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

8 Skeletons Zap The Log Archers

Attack Synergies 0 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.

Skeletons
Zap
Archers Goblin Cage Electro Dragon The Log
Archers
Zap Goblin Cage Electro Dragon Inferno Dragon
Goblin Cage
Zap Archers The Log
Electro Dragon
Zap Archers Inferno Dragon
The Log
Zap Goblin Cage
Inferno Dragon
Archers Electro Dragon
Goblinstein

Defense Synergies 1 18

Skeletons
Goblin Cage Zap Archers Electro Dragon The Log Inferno Dragon
Zap
Skeletons Archers Goblin Cage Electro Dragon The Log Inferno Dragon
Archers
Skeletons Zap Goblin Cage The Log
Goblin Cage
Skeletons Zap Archers Electro Dragon The Log Inferno Dragon
Electro Dragon
Skeletons Zap Goblin Cage The Log Inferno Dragon
The Log
Skeletons Zap Archers Goblin Cage Electro Dragon Inferno Dragon
Inferno Dragon
Skeletons Zap Goblin Cage Electro Dragon The Log
Goblinstein

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.

Zap Goblin Cage Electro Dragon The Log
Inferno Dragon Skeletons Zap Goblin Cage Electro Dragon The Log
Goblin Cage Skeletons Archers Electro Dragon Inferno Dragon
Goblin Cage Inferno Dragon Skeletons Electro Dragon
Goblin Cage The Log
The Log Skeletons Zap Archers Electro Dragon
Inferno Dragon Zap Archers Goblin Cage Electro Dragon
Zap Goblin Cage Electro Dragon The Log
Inferno Dragon Skeletons Goblin Cage
Skeletons Archers
Archers Skeletons Zap Electro Dragon The Log
Inferno Dragon Zap Archers Electro Dragon
Goblin Cage Skeletons Zap Electro Dragon The Log
Zap Goblin Cage Electro Dragon The Log
Inferno Dragon Goblin Cage
Zap Goblin Cage The Log Inferno Dragon
Skeletons Goblin Cage Electro Dragon
Goblin Cage Zap Archers Electro Dragon The Log
Zap Goblin Cage The Log Archers Electro Dragon Inferno Dragon
Goblin Cage Inferno Dragon
Archers Electro Dragon The Log

Counters to secondary win conditions

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

Skeletons Zap Archers Goblin Cage
Zap Archers Electro Dragon The Log Inferno Dragon
Skeletons Zap Goblin Cage Electro Dragon The Log
Zap Goblin Cage The Log
Skeletons Goblin Cage Inferno Dragon
Skeletons Zap Archers Electro Dragon
Skeletons Archers Goblin Cage
Goblin Cage Inferno Dragon
Zap Goblin Cage Electro Dragon Skeletons The Log Inferno Dragon
Skeletons Goblin Cage Inferno Dragon
Inferno Dragon Goblin Cage Electro Dragon
Zap Goblin Cage The Log
Skeletons Goblin Cage
Archers Goblin Cage Electro Dragon
Electro Dragon Skeletons Zap Archers Goblin Cage The Log Inferno Dragon
Zap Archers Goblin Cage Electro Dragon The Log Inferno Dragon
Zap Goblin Cage

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.)

Electro Dragon The Log
Zap Electro Dragon The Log
Electro Dragon The Log
The Log
Zap The Log
Zap Electro Dragon
Archers The Log
The Log Zap Electro Dragon
The Log Zap Electro Dragon
Electro Dragon
Zap Electro Dragon The Log
Zap Archers Electro Dragon
The Log
Electro Dragon
Zap The Log
Zap Electro Dragon The Log
Electro Dragon The Log
Zap Archers Electro Dragon The Log
Zap Electro Dragon The Log
The Log
The Log
Zap Electro Dragon The Log
Zap The Log Electro Dragon
Inferno Dragon
The Log Zap Electro Dragon
Zap Electro Dragon The Log
Zap The Log
Zap Archers Electro Dragon
Zap Electro Dragon
Zap Electro Dragon The Log
Zap Electro Dragon
The Log
Zap Archers Electro Dragon
Zap Archers Electro Dragon
The Log
Electro Dragon
The Log Zap Electro Dragon
Zap
Electro Dragon
Zap Electro Dragon The Log
Zap Electro Dragon
Electro Dragon Zap The Log
Inferno Dragon
Electro Dragon

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