My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
F2P score
RIP

1 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 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.

Inferno 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.

Royal Ghost Inferno Dragon Lumberjack Mega Knight

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.

Zap Arrows

Punishments

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

Goblin Barrel Royal Ghost Lumberjack Mega Knight

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.

Royal Ghost Lumberjack Mega Knight

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 Royal Ghost Lumberjack

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
Goblin Barrel Skeleton Army Inferno Dragon
Giant Snowball
Goblin Barrel Skeleton Army Inferno Dragon Lumberjack
Zap
Goblin Barrel Skeleton Army Inferno Dragon
Barbarian Barrel
Goblin Barrel Skeleton Army Royal Ghost Lumberjack
The Log
Goblin Barrel Skeleton Army Lumberjack
Earthquake
Goblin Barrel Skeleton Army
Arrows
Goblin Barrel Skeleton Army
Royal Delivery
Goblin Barrel Skeleton Army Royal Ghost Inferno Dragon Lumberjack
Fireball
Goblin Barrel Skeleton Army Inferno Dragon Lumberjack
Poison
Skeleton Army
Lightning
Inferno Dragon Lumberjack
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Royal Ghost Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Royal Ghost Inferno Dragon Mega Knight

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 Skeleton Army

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

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.

Zap Arrows Goblin Barrel Skeleton Army Royal Ghost Inferno Dragon Lumberjack Mega Knight

Shortest cycle

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

11 Zap Arrows Goblin Barrel Skeleton Army

Attack Synergies 2 13

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.

Zap
Arrows Royal Ghost Lumberjack Mega Knight
Arrows
Zap Goblin Barrel Lumberjack Mega Knight
Goblin Barrel
Arrows Skeleton Army Royal Ghost Lumberjack Mega Knight
Skeleton Army
Goblin Barrel
Royal Ghost
Zap Goblin Barrel Lumberjack Mega Knight
Inferno Dragon
Mega Knight
Lumberjack
Zap Arrows Goblin Barrel Royal Ghost Mega Knight
Mega Knight
Inferno Dragon Zap Arrows Goblin Barrel Royal Ghost Lumberjack

Defense Synergies 2 10

Zap
Mega Knight Arrows Skeleton Army Royal Ghost Inferno Dragon Lumberjack
Arrows
Mega Knight Zap Lumberjack
Goblin Barrel
Skeleton Army
Zap Inferno Dragon Lumberjack
Royal Ghost
Zap Mega Knight
Inferno Dragon
Zap Skeleton Army Mega Knight
Lumberjack
Zap Arrows Skeleton Army
Mega Knight
Zap Arrows Royal Ghost Inferno 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.

Zap
Skeleton Army Inferno Dragon Lumberjack Zap Mega Knight
Skeleton Army Lumberjack Mega Knight Inferno Dragon
Skeleton Army Inferno Dragon Lumberjack Mega Knight
Arrows Skeleton Army Lumberjack Mega Knight
Arrows Skeleton Army Zap Royal Ghost Lumberjack Mega Knight
Inferno Dragon Zap Arrows
Zap Arrows Mega Knight
Inferno Dragon Skeleton Army Lumberjack
Skeleton Army Royal Ghost Lumberjack Mega Knight
Skeleton Army Zap Arrows Royal Ghost Lumberjack Mega Knight
Arrows Inferno Dragon Zap
Skeleton Army Lumberjack Mega Knight Zap
Skeleton Army Mega Knight Zap Arrows Royal Ghost Lumberjack
Skeleton Army Inferno Dragon Lumberjack Mega Knight
Skeleton Army Zap Inferno Dragon Lumberjack Mega Knight
Mega Knight Arrows Skeleton Army Lumberjack
Arrows Mega Knight Zap Skeleton Army Royal Ghost Lumberjack
Zap Arrows Royal Ghost Inferno Dragon Lumberjack Mega Knight
Inferno Dragon Lumberjack
Skeleton Army Royal Ghost Mega Knight Arrows Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Mega Knight Zap Royal Ghost
Zap Arrows Royal Ghost Inferno Dragon Lumberjack Mega Knight
Skeleton Army Lumberjack Mega Knight Zap
Skeleton Army Lumberjack Mega Knight Zap
Skeleton Army Inferno Dragon Lumberjack Mega Knight
Arrows Zap
Skeleton Army Lumberjack
Mega Knight Skeleton Army Inferno Dragon Lumberjack
Zap Mega Knight Skeleton Army Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Lumberjack
Skeleton Army Mega Knight Zap Arrows
Skeleton Army Mega Knight Lumberjack
Skeleton Army Mega Knight
Skeleton Army Zap Inferno Dragon Lumberjack
Arrows Mega Knight Zap Royal Ghost Inferno Dragon
Zap Arrows

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 Royal Ghost
Arrows Zap Royal Ghost
Arrows
Arrows
Zap Arrows Mega Knight
Arrows Zap
Arrows
Arrows Zap
Arrows Zap
Lumberjack
Zap Arrows
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows Mega Knight
Arrows
Zap Arrows Mega Knight
Zap Arrows Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Mega Knight
Inferno Dragon
Arrows Zap Royal Ghost
Zap Arrows Mega Knight
Zap Arrows
Zap Arrows
Zap
Zap Arrows Mega Knight
Zap Arrows
Mega Knight
Arrows
Zap Skeleton Army
Zap Arrows
Arrows
Lumberjack Mega Knight
Arrows Zap
Zap Arrows
Mega Knight
Zap
Zap
Zap Royal Ghost Mega Knight
Inferno Dragon
Mega Knight

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