My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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 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.

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.

Skeletons Suspicious Bush

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 Rocket The Log

Pump responses

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

Rocket

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
Giant Snowball
Skeletons Cannon
Zap
Skeletons Cannon
Barbarian Barrel
Skeletons Cannon
The Log
Skeletons Cannon Suspicious Bush
Earthquake
Skeletons Cannon
Arrows
Skeletons Suspicious Bush
Royal Delivery
Skeletons
Fireball
Cannon Suspicious Bush
Poison
Cannon Suspicious Bush
Lightning
Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Rocket 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.

Suspicious Bush Rocket

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Zap Berserker Suspicious Bush The Log Cannon Rocket

Shortest cycle

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

5 Mirror Skeletons Zap Berserker

Attack Synergies 2 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
Zap
Mirror The Log
Berserker
Cannon
Suspicious Bush
Rocket
Mirror
Mirror
Zap The Log Rocket
The Log
Mirror Zap

Defense Synergies 5 6

Skeletons
Cannon Zap The Log
Zap
Cannon Mirror Skeletons The Log
Berserker
Cannon
Skeletons Zap Mirror The Log Rocket
Suspicious Bush
Rocket
Cannon The Log
Mirror
Zap Cannon The Log
The Log
Cannon Skeletons Zap Rocket 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.

Rocket Zap Cannon The Log
Skeletons Zap Cannon The Log
Cannon Rocket Skeletons
Cannon Skeletons
Rocket The Log
The Log Skeletons Zap Cannon
Rocket Zap Cannon
Rocket Zap Cannon The Log
Cannon Skeletons
Skeletons Cannon
Berserker Skeletons Zap Cannon The Log
Zap
Cannon Skeletons Zap Rocket The Log
Rocket Zap Cannon The Log
Cannon
Rocket Zap Cannon The Log
Skeletons Cannon
Cannon Zap The Log
Zap The Log Cannon
Cannon
Cannon The Log
Cannon

Counters to secondary win conditions

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

Skeletons Zap
Zap Rocket The Log
Skeletons Zap Rocket The Log
Rocket Zap The Log
Skeletons Cannon
Rocket Skeletons Zap
Rocket Skeletons
Zap Rocket Skeletons The Log
Skeletons Cannon
Rocket Zap The Log
Rocket Skeletons Cannon
Cannon
Skeletons Zap Rocket The Log
Zap Cannon The Log
Zap 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.)

Rocket The Log
Zap The Log
Rocket The Log
Rocket The Log
Rocket Zap The Log
Zap Rocket
The Log
The Log Zap
The Log Zap
Rocket
Rocket Zap The Log
Zap Rocket
Rocket The Log
Rocket
Zap The Log
Rocket Zap The Log
Rocket The Log
Rocket
Rocket
Rocket Zap The Log
Rocket Zap The Log
Rocket The Log
Rocket
Rocket The Log
Rocket Zap The Log
Zap The Log
The Log Zap
Zap The Log
Rocket Zap The Log
Zap
Zap Rocket
Zap Rocket The Log
Zap Rocket
Rocket The Log
Zap Rocket
Rocket Zap
The Log
Rocket
The Log Zap
Rocket Zap
Zap Rocket The Log
Zap Rocket
Zap Rocket The Log
Rocket

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: