My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Electro 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.

Rune Giant Electro Dragon Lumberjack Monk

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.

Arrows Freeze

Punishments

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

Lumberjack

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.

Battle Healer Rune Giant Lumberjack

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 Lumberjack Goblin Machine Monk

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
Giant Snowball
Electro Dragon Lumberjack
Zap
Barbarian Barrel
Lumberjack
The Log
Lumberjack
Earthquake
Arrows
Royal Delivery
Battle Healer Electro Dragon Lumberjack
Fireball
Battle Healer Electro Dragon Lumberjack
Poison
Battle Healer Electro Dragon
Lightning
Battle Healer Electro Dragon Lumberjack Monk
Rocket
Battle Healer Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze Electro Dragon Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Freeze Electro Dragon Goblin Machine

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.

Arrows Battle Healer Freeze Rune Giant Goblin Machine

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.

Arrows Battle Healer Freeze Rune Giant Lumberjack Electro Dragon Goblin Machine Monk

Shortest cycle

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

15 Arrows Battle Healer Freeze Rune Giant

Attack Synergies 2 4

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.

Arrows
Battle Healer Freeze Lumberjack
Battle Healer
Electro Dragon Arrows Lumberjack
Freeze
Arrows
Rune Giant
Lumberjack
Electro Dragon
Battle Healer
Lumberjack
Rune Giant Arrows Battle Healer
Goblin Machine
Monk

Defense Synergies 1 6

Arrows
Battle Healer Lumberjack Monk
Battle Healer
Electro Dragon Arrows Lumberjack
Freeze
Lumberjack
Rune Giant
Electro Dragon
Battle Healer Lumberjack
Lumberjack
Arrows Battle Healer Freeze Electro Dragon
Goblin Machine
Monk
Arrows

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.

Electro Dragon
Lumberjack Battle Healer Electro Dragon Monk
Lumberjack Freeze Electro Dragon
Lumberjack Electro Dragon Monk
Arrows Battle Healer Lumberjack Monk
Arrows Freeze Electro Dragon Lumberjack
Arrows Freeze Electro Dragon
Arrows Battle Healer Electro Dragon Monk
Lumberjack
Battle Healer Lumberjack
Arrows Freeze Electro Dragon Lumberjack
Arrows Electro Dragon
Lumberjack Battle Healer Freeze Electro Dragon
Arrows Freeze Electro Dragon Lumberjack
Lumberjack
Monk Freeze Lumberjack
Arrows Electro Dragon Lumberjack
Arrows Battle Healer Electro Dragon Lumberjack
Arrows Freeze Battle Healer Electro Dragon Lumberjack
Lumberjack
Arrows Battle Healer Electro Dragon Lumberjack

Counters to secondary win conditions

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

Lumberjack Battle Healer
Arrows Battle Healer Electro Dragon Lumberjack Monk
Lumberjack Battle Healer Electro Dragon
Lumberjack Battle Healer Monk
Battle Healer Lumberjack
Arrows Freeze Electro Dragon Monk
Battle Healer Lumberjack
Battle Healer Lumberjack
Freeze Electro Dragon Monk
Electro Dragon Lumberjack
Monk Arrows
Lumberjack
Electro Dragon
Electro Dragon Battle Healer Freeze Lumberjack Monk
Arrows Battle Healer Freeze Electro Dragon
Arrows
Lumberjack

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 Freeze Electro Dragon Monk
Arrows Monk Electro Dragon
Arrows Electro Dragon
Arrows Freeze
Arrows
Arrows Freeze Electro Dragon Goblin Machine Monk
Arrows
Arrows Freeze Electro Dragon
Arrows Monk Electro Dragon
Electro Dragon Lumberjack
Monk Arrows Electro Dragon Goblin Machine
Monk Arrows Electro Dragon
Arrows Freeze Electro Dragon Monk
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Monk Arrows Freeze
Arrows Electro Dragon Goblin Machine Monk
Arrows Electro Dragon Goblin Machine Monk
Monk
Arrows
Monk
Arrows Electro Dragon Monk
Arrows Freeze Electro Dragon Goblin Machine
Arrows Electro Dragon Monk
Arrows Electro Dragon Monk
Arrows
Arrows Electro Dragon
Electro Dragon Freeze
Arrows Electro Dragon
Arrows Freeze Electro Dragon Monk
Arrows Monk
Freeze Electro Dragon
Arrows Electro Dragon Monk
Freeze
Arrows
Electro Dragon Lumberjack
Arrows Electro Dragon
Monk Arrows
Electro Dragon
Electro Dragon Freeze
Electro Dragon
Electro Dragon Freeze Monk
Electro Dragon Monk

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