My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 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.

Magic Archer Little Prince

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.

Giant Skeleton Electro Giant Magic Archer Sparky Little Prince

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows The Log

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.

Giant Skeleton Electro Giant Magic Archer

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 Magic Archer

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
Clone Giant Skeleton Sparky
Giant Snowball
Clone Little Prince
Zap
Clone Sparky Little Prince
Barbarian Barrel
Clone Giant Skeleton Magic Archer Sparky Little Prince
The Log
Clone Giant Skeleton Sparky Little Prince
Earthquake
Clone
Arrows
Clone Little Prince
Royal Delivery
Clone Giant Skeleton Magic Archer Sparky Little Prince
Fireball
Clone Magic Archer Sparky Little Prince
Poison
Clone Magic Archer Sparky Little Prince
Lightning
Magic Archer Sparky Little Prince
Rocket
Magic Archer Sparky Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Giant The Log Magic Archer Sparky

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 Clone Giant Skeleton Electro Giant Sparky

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.

The Log Arrows Clone Little Prince Magic Archer Giant Skeleton Sparky Electro Giant

Shortest cycle

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

11 The Log Arrows Clone Little Prince

Attack Synergies 2 10

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
Sparky Giant Skeleton
Clone
Giant Skeleton Magic Archer Sparky
Giant Skeleton
Clone Arrows The Log Magic Archer Sparky
Electro Giant
Sparky
The Log
Giant Skeleton Magic Archer Sparky Little Prince
Magic Archer
Clone Giant Skeleton The Log
Sparky
Arrows Clone Giant Skeleton Electro Giant The Log
Little Prince
The Log

Defense Synergies 0 9

Arrows
Giant Skeleton Sparky Little Prince
Clone
Giant Skeleton
Arrows The Log Magic Archer Little Prince
Electro Giant
The Log
Giant Skeleton Magic Archer Sparky Little Prince
Magic Archer
Giant Skeleton The Log
Sparky
Arrows The Log
Little Prince
Arrows Giant Skeleton The Log

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.

The Log Magic Archer Sparky
Sparky The Log
Sparky Giant Skeleton
Sparky
Arrows Giant Skeleton The Log Sparky
Arrows The Log Magic Archer
Arrows Magic Archer Little Prince
Arrows Giant Skeleton Electro Giant The Log Magic Archer Sparky
Sparky
Giant Skeleton Sparky Little Prince
Arrows Giant Skeleton Electro Giant The Log Magic Archer
Arrows Magic Archer
Sparky Giant Skeleton The Log
Sparky Arrows The Log Magic Archer
Sparky
Electro Giant The Log Sparky
Sparky Arrows
Arrows The Log Magic Archer Little Prince
Arrows The Log Giant Skeleton Magic Archer Little Prince
Sparky
Arrows Giant Skeleton Electro Giant The Log Sparky Little Prince

Counters to secondary win conditions

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

Giant Skeleton Electro Giant Sparky
Arrows The Log Magic Archer
Giant Skeleton The Log Sparky
Giant Skeleton The Log Sparky
Giant Skeleton Sparky
Arrows Electro Giant Magic Archer
Sparky Giant Skeleton
Giant Skeleton Sparky
Giant Skeleton The Log Magic Archer Sparky
Sparky
Giant Skeleton Sparky
Arrows Giant Skeleton Electro Giant The Log
Giant Skeleton Sparky
Electro Giant Magic Archer Sparky
Electro Giant Sparky Giant Skeleton The Log Magic Archer Little Prince
Arrows Giant Skeleton Electro Giant The Log Magic Archer Sparky

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.)

Magic Archer Arrows Giant Skeleton The Log Sparky
Arrows The Log Magic Archer
Arrows Giant Skeleton The Log Magic Archer Sparky
Arrows Giant Skeleton The Log Sparky
Arrows The Log Magic Archer Sparky
Arrows Electro Giant Magic Archer
Arrows The Log Magic Archer Sparky
Arrows The Log Magic Archer
Arrows The Log
Sparky
Arrows The Log Magic Archer Sparky
Arrows Magic Archer
The Log Magic Archer Sparky
Arrows Magic Archer
Arrows The Log Magic Archer Sparky
Arrows The Log Magic Archer Sparky
Magic Archer Arrows The Log Sparky
Arrows Sparky
Sparky
Arrows The Log Magic Archer Sparky
Arrows Electro Giant The Log Magic Archer Little Prince
Giant Skeleton The Log Magic Archer Sparky
Arrows
The Log Sparky
Arrows The Log
Arrows Electro Giant The Log Magic Archer Sparky Little Prince
Arrows The Log Magic Archer Sparky
Arrows The Log Magic Archer Sparky
Arrows The Log Magic Archer Sparky
Arrows Electro Giant Magic Archer Sparky Little Prince
Electro Giant
Sparky
Arrows The Log Magic Archer Sparky
Arrows Magic Archer Sparky
Giant Skeleton Sparky
Arrows The Log Magic Archer Sparky
Magic Archer
Arrows Magic Archer
Arrows The Log
Magic Archer Sparky
Arrows The Log Magic Archer
Arrows Giant Skeleton Electro Giant Sparky
Sparky
Electro Giant Giant Skeleton The Log Magic Archer Sparky
Magic Archer
Giant Skeleton Electro Giant The Log Magic Archer Sparky Little Prince

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