My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

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.

Baby Dragon Balloon Lumberjack

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows Freeze The Log

Punishments

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

Elite Barbarians Balloon 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.

Elite Barbarians Baby Dragon Balloon 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.

Elite Barbarians Balloon 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
Elite Barbarians Guards Balloon
Giant Snowball
Guards Baby Dragon Balloon Lumberjack
Zap
Guards Balloon
Barbarian Barrel
Elite Barbarians Guards Lumberjack
The Log
Elite Barbarians Guards Lumberjack
Earthquake
Guards
Arrows
Guards
Royal Delivery
Elite Barbarians Guards Baby Dragon Balloon Lumberjack
Fireball
Elite Barbarians Baby Dragon Balloon Lumberjack
Poison
Guards Balloon
Lightning
Elite Barbarians Baby Dragon Balloon Lumberjack
Rocket
Elite Barbarians Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon Freeze 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.

Arrows Guards Baby Dragon Freeze

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.

Elite Barbarians

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 Guards Baby Dragon Freeze Lumberjack Balloon Elite Barbarians

Shortest cycle

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

12 The Log Arrows Guards Baby Dragon

Attack Synergies 4 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
Elite Barbarians Balloon Freeze Lumberjack
Elite Barbarians
Arrows The Log Lumberjack
Guards
The Log Lumberjack
Baby Dragon
Balloon Lumberjack
Freeze
Balloon Arrows
Balloon
Arrows Freeze Lumberjack Baby Dragon The Log
The Log
Elite Barbarians Guards Balloon Lumberjack
Lumberjack
Balloon Arrows Elite Barbarians Guards Baby Dragon The Log

Defense Synergies 0 9

Arrows
Lumberjack
Elite Barbarians
The Log
Guards
Baby Dragon The Log Lumberjack
Baby Dragon
Guards The Log Lumberjack
Freeze
Lumberjack
Balloon
The Log
Elite Barbarians Guards Baby Dragon Lumberjack
Lumberjack
Arrows Guards Baby Dragon Freeze 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.

Baby Dragon The Log
Elite Barbarians Lumberjack The Log
Lumberjack Elite Barbarians Freeze
Elite Barbarians Lumberjack Guards
Arrows Elite Barbarians The Log Lumberjack
Arrows Freeze The Log Guards Baby Dragon Lumberjack
Arrows Baby Dragon Freeze
Arrows Baby Dragon The Log
Elite Barbarians Lumberjack
Elite Barbarians Guards Lumberjack
Guards Arrows Baby Dragon Freeze The Log Lumberjack
Arrows Baby Dragon
Lumberjack Elite Barbarians Guards Freeze The Log
Arrows Guards Baby Dragon Freeze The Log Lumberjack
Elite Barbarians Lumberjack
Elite Barbarians Freeze The Log Lumberjack
Arrows Elite Barbarians Lumberjack
Arrows Elite Barbarians Guards Baby Dragon The Log Lumberjack
Arrows Baby Dragon Freeze The Log Guards Lumberjack
Elite Barbarians Lumberjack
Arrows Elite Barbarians Guards Baby Dragon The Log Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Elite Barbarians
Arrows Elite Barbarians Baby Dragon The Log Lumberjack
Guards Lumberjack Elite Barbarians The Log
Guards Lumberjack Elite Barbarians The Log
Elite Barbarians Guards Lumberjack
Arrows Baby Dragon Freeze
Guards Elite Barbarians Lumberjack
Elite Barbarians Lumberjack
Freeze Elite Barbarians Baby Dragon The Log
Guards
Elite Barbarians Guards Lumberjack
Arrows Elite Barbarians Guards The Log
Elite Barbarians Guards Lumberjack
Baby Dragon
Elite Barbarians Guards Baby Dragon Freeze The Log Lumberjack
Arrows Elite Barbarians Baby Dragon Freeze 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.)

Arrows Guards Baby Dragon Freeze The Log
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Guards Freeze The Log
Arrows Baby Dragon The Log
Arrows Baby Dragon Freeze
Arrows Baby Dragon The Log
Arrows The Log Baby Dragon Freeze
Arrows The Log
Elite Barbarians Guards Lumberjack
Arrows The Log
Arrows Baby Dragon
Elite Barbarians Baby Dragon The Log
Arrows Baby Dragon Freeze
Arrows Elite Barbarians Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Freeze
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Baby Dragon The Log
Arrows
The Log
Arrows Baby Dragon The Log
Arrows Freeze The Log Baby Dragon
Arrows The Log Baby Dragon
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Elite Barbarians Arrows Baby Dragon
Guards Freeze
Elite Barbarians
Arrows The Log
Arrows Freeze
Arrows The Log
Guards Freeze
Arrows Baby Dragon
Freeze
Arrows The Log
Baby Dragon Lumberjack
Arrows The Log Baby Dragon
Arrows
Elite Barbarians
Elite Barbarians Guards Baby Dragon Freeze The Log
Baby Dragon Freeze The Log

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