My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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 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.

Archers

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.

Archers Royal Giant Cannon Cart Giant Skeleton

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Earthquake Tornado Void The Log

Punishments

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

Royal Giant Cannon Cart

Pump responses

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

Earthquake Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Giant Cannon Cart Giant Skeleton

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.

Giant Skeleton

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
Archers Royal Giant Cannon Cart Giant Skeleton
Giant Snowball
Archers
Zap
Archers Royal Giant Cannon Cart
Barbarian Barrel
Archers Cannon Cart Giant Skeleton
The Log
Archers Royal Giant Cannon Cart Giant Skeleton
Earthquake
Archers
Arrows
Archers
Royal Delivery
Archers Cannon Cart Giant Skeleton
Fireball
Archers Cannon Cart
Poison
Archers
Lightning
Cannon Cart
Rocket
Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Tornado 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.

Tornado Giant Skeleton

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.

Royal 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Archers Earthquake Tornado Void Cannon Cart Royal Giant Giant Skeleton

Shortest cycle

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

11 The Log Archers Earthquake Tornado

Attack Synergies 2 14

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.

Archers
Royal Giant Giant Skeleton
Royal Giant
Earthquake Archers Tornado Void Cannon Cart Giant Skeleton The Log
Earthquake
Royal Giant Tornado Giant Skeleton The Log
Tornado
Royal Giant Earthquake Cannon Cart Giant Skeleton The Log
Void
Royal Giant
Cannon Cart
The Log Royal Giant Tornado
Giant Skeleton
Archers Royal Giant Earthquake Tornado The Log
The Log
Cannon Cart Royal Giant Earthquake Tornado Giant Skeleton

Defense Synergies 0 11

Archers
Tornado Cannon Cart Giant Skeleton The Log
Royal Giant
Earthquake
Tornado The Log
Tornado
Archers Earthquake Cannon Cart Giant Skeleton The Log
Void
Cannon Cart
Archers Tornado Giant Skeleton
Giant Skeleton
Archers Tornado Cannon Cart The Log
The Log
Archers Earthquake Tornado Giant Skeleton

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.

Earthquake Cannon Cart Void The Log
Cannon Cart The Log
Tornado Archers Void Cannon Cart Giant Skeleton
Cannon Cart
Earthquake Tornado Giant Skeleton The Log
Tornado The Log Archers Earthquake Cannon Cart
Tornado Archers Void
Earthquake Void Cannon Cart Giant Skeleton The Log
Tornado
Tornado Archers Cannon Cart Giant Skeleton
Archers Earthquake Tornado Cannon Cart Giant Skeleton The Log
Archers Tornado
Earthquake Cannon Cart Giant Skeleton The Log
Earthquake Tornado Cannon Cart The Log
Cannon Cart
Tornado The Log
Tornado Cannon Cart
Archers Tornado Cannon Cart The Log
Earthquake Tornado The Log Archers Cannon Cart Giant Skeleton
Tornado Cannon Cart
Archers Earthquake Cannon Cart Giant Skeleton The Log

Counters to secondary win conditions

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

Archers Void Cannon Cart Giant Skeleton
Void Archers Cannon Cart The Log
Giant Skeleton Cannon Cart The Log
Giant Skeleton Tornado Cannon Cart The Log
Giant Skeleton Cannon Cart
Archers Tornado
Archers Void Cannon Cart Giant Skeleton
Giant Skeleton Cannon Cart
Void Giant Skeleton Tornado Cannon Cart The Log
Cannon Cart Giant Skeleton
Tornado Void Giant Skeleton The Log
Cannon Cart Giant Skeleton
Archers Cannon Cart
Archers Tornado Cannon Cart Giant Skeleton The Log
Archers Earthquake Cannon Cart Giant Skeleton The Log
Void

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.)

Earthquake Void Giant Skeleton The Log
Void Tornado The Log
Earthquake Void Cannon Cart Giant Skeleton The Log
Earthquake Cannon Cart Void Giant Skeleton The Log
Earthquake The Log
Tornado
Archers Earthquake Tornado The Log
Earthquake The Log Tornado
Void The Log Tornado
Tornado Void
Void Earthquake Tornado Cannon Cart The Log
Void Archers Tornado
Earthquake Void Cannon Cart The Log
Earthquake Void Cannon Cart
Earthquake Cannon Cart The Log
Earthquake Cannon Cart The Log
Earthquake Cannon Cart The Log
Earthquake Tornado
Void Archers Earthquake The Log
Earthquake Tornado The Log
Earthquake Void Giant Skeleton The Log
Tornado Void
Void Tornado The Log
Earthquake Void Cannon Cart The Log
Earthquake Tornado The Log
Void The Log Earthquake Tornado
Void Tornado The Log
Void Tornado The Log
Archers Tornado
Void
Void
Void Earthquake The Log
Void
Giant Skeleton
Earthquake The Log
Earthquake Archers Void Cannon Cart
Archers Tornado
The Log
Void Cannon Cart
The Log Earthquake
Void Tornado Giant Skeleton
Cannon Cart
Tornado Giant Skeleton The Log
Tornado Void
Void Tornado Cannon Cart Giant Skeleton The Log

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