My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
Mediocre
F2P score
Mediocre

2 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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 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.

Spear Goblins Firecracker Baby Dragon

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.

Spear Goblins Firecracker Elixir Golem Baby Dragon Rune Giant

Offensive cards

Win conditions

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

Elixir Golem Rune Giant

Damage spells

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

The Log

Punishments

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

Elixir Golem

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.

Spear Goblins Elixir Golem Baby Dragon Rune Giant

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.

Firecracker

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
Spear Goblins Elixir Golem Guards
Giant Snowball
Spear Goblins Guards Baby Dragon
Zap
Spear Goblins Firecracker Guards
Barbarian Barrel
Spear Goblins Firecracker Elixir Golem Guards
The Log
Spear Goblins Firecracker Elixir Golem Guards
Earthquake
Spear Goblins Firecracker Elixir Golem Guards
Arrows
Spear Goblins Firecracker Guards
Royal Delivery
Spear Goblins Firecracker Elixir Golem Guards Baby Dragon
Fireball
Firecracker Elixir Golem Baby Dragon
Poison
Spear Goblins Firecracker Elixir Golem Guards
Lightning
Baby Dragon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Baby 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.

Spear Goblins Elixir Golem Guards Baby Dragon Rune Giant

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Berserker The Log Firecracker Elixir Golem Guards Baby Dragon Rune Giant

Shortest cycle

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

9 Spear Goblins Berserker The Log Firecracker

Attack Synergies 2 8

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.

Spear Goblins
Firecracker Elixir Golem Baby Dragon Rune Giant
Berserker
Rune Giant
Firecracker
Elixir Golem Spear Goblins Baby Dragon
Elixir Golem
Firecracker Spear Goblins Baby Dragon The Log
Guards
The Log
Baby Dragon
Spear Goblins Firecracker Elixir Golem
Rune Giant
Berserker Spear Goblins
The Log
Elixir Golem Guards

Defense Synergies 1 9

Spear Goblins
Firecracker Guards Baby Dragon The Log
Berserker
Firecracker
The Log Spear Goblins Guards Baby Dragon
Elixir Golem
Guards
Spear Goblins Firecracker Baby Dragon The Log
Baby Dragon
Spear Goblins Firecracker Guards The Log
Rune Giant
The Log
Firecracker Spear Goblins Guards Baby Dragon

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.

Spear Goblins Firecracker Baby Dragon The Log
Firecracker The Log
Firecracker Guards
Firecracker The Log
The Log Spear Goblins Firecracker Guards Baby Dragon
Spear Goblins Firecracker Baby Dragon
Baby Dragon The Log
Guards Spear Goblins Firecracker
Berserker Guards Spear Goblins Firecracker Baby Dragon The Log
Spear Goblins Firecracker Baby Dragon
Guards The Log
Firecracker Guards Baby Dragon The Log
The Log
Firecracker
Spear Goblins Firecracker Guards Baby Dragon The Log
Baby Dragon The Log Spear Goblins Firecracker Guards
Spear Goblins Firecracker Guards Baby Dragon The Log
Guards

Counters to secondary win conditions

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

Guards Spear Goblins
Firecracker Baby Dragon The Log
Guards Spear Goblins The Log
Guards The Log
Guards
Firecracker Baby Dragon
Guards Spear Goblins
Spear Goblins Firecracker Baby Dragon The Log
Guards
Guards
Guards The Log
Guards
Firecracker Baby Dragon
Guards Spear Goblins Firecracker Baby Dragon The Log
Firecracker Baby Dragon 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.)

Firecracker Guards Baby Dragon The Log
Firecracker Baby Dragon The Log
Baby Dragon The Log
Firecracker Guards The Log
Firecracker Baby Dragon The Log
Firecracker Spear Goblins Baby Dragon
Firecracker Baby Dragon The Log
The Log Firecracker Baby Dragon
The Log Firecracker
Guards
Firecracker The Log
Firecracker Baby Dragon
Firecracker Baby Dragon The Log
Firecracker Baby Dragon
Firecracker Baby Dragon The Log
Spear Goblins Firecracker Baby Dragon The Log
Firecracker Baby Dragon The Log
Firecracker Baby Dragon The Log
Firecracker Baby Dragon The Log
Baby Dragon The Log
The Log
Baby Dragon The Log
Firecracker The Log Baby Dragon
Firecracker The Log Baby Dragon
Baby Dragon The Log
Firecracker Baby Dragon The Log
Firecracker Baby Dragon
Firecracker Guards
The Log
Firecracker
Firecracker The Log
Spear Goblins Guards
Firecracker Baby Dragon
The Log
Firecracker Baby Dragon
The Log Firecracker Baby Dragon
Firecracker
Firecracker Guards Baby Dragon The Log
Firecracker
Firecracker Baby Dragon The Log
Firecracker

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