My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Flying Machine Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bomber Royal Giant Flying Machine Electro Wizard

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.

Fireball The Log

Punishments

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

Royal Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Royal Giant Flying Machine

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 Wizard

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
Bomber Royal Giant Guards
Giant Snowball
Bomber Cannon Flying Machine Guards
Zap
Bomber Cannon Royal Giant Flying Machine Guards
Barbarian Barrel
Bomber Cannon Guards Electro Wizard
The Log
Bomber Cannon Royal Giant Guards
Earthquake
Bomber Cannon Guards
Arrows
Bomber Flying Machine Guards
Royal Delivery
Bomber Flying Machine Guards Electro Wizard
Fireball
Bomber Cannon Flying Machine Electro Wizard
Poison
Bomber Cannon Flying Machine Guards Electro Wizard
Lightning
Cannon Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Fireball 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.

Guards

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 Fireball

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.

Fireball Electro Wizard

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber The Log Cannon Guards Fireball Flying Machine Electro Wizard Royal Giant

Shortest cycle

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

10 Bomber The Log Cannon Guards

Attack Synergies 2 7

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.

Bomber
Royal Giant
Cannon
Royal Giant
Bomber Fireball Flying Machine Guards The Log Electro Wizard
Fireball
Royal Giant The Log Electro Wizard
Flying Machine
Royal Giant
Guards
Royal Giant The Log
The Log
Royal Giant Fireball Guards
Electro Wizard
Royal Giant Fireball

Defense Synergies 2 15

Bomber
Cannon Guards The Log Electro Wizard
Cannon
The Log Bomber Fireball Flying Machine Guards Electro Wizard
Royal Giant
Fireball
The Log Cannon Electro Wizard
Flying Machine
Cannon Guards The Log Electro Wizard
Guards
Bomber Cannon Flying Machine The Log Electro Wizard
The Log
Cannon Fireball Bomber Flying Machine Guards Electro Wizard
Electro Wizard
Bomber Cannon Fireball Flying Machine Guards 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.

Bomber Cannon Fireball Flying Machine The Log Electro Wizard
Bomber Cannon Flying Machine The Log Electro Wizard
Cannon Bomber Electro Wizard
Cannon Bomber Guards Electro Wizard
Bomber Fireball The Log
Fireball The Log Bomber Cannon Flying Machine Guards Electro Wizard
Electro Wizard Cannon Fireball Flying Machine
Cannon Fireball Flying Machine The Log Electro Wizard
Cannon
Guards Bomber Cannon Electro Wizard
Guards Electro Wizard Bomber Cannon Fireball Flying Machine The Log
Fireball Flying Machine Electro Wizard
Cannon Bomber Fireball Flying Machine Guards The Log Electro Wizard
Bomber Fireball Cannon Guards The Log Electro Wizard
Cannon Electro Wizard
Cannon Fireball The Log Electro Wizard
Bomber Cannon Fireball Electro Wizard
Cannon Fireball Bomber Flying Machine Guards The Log Electro Wizard
The Log Bomber Cannon Fireball Flying Machine Guards Electro Wizard
Cannon Electro Wizard
Bomber Cannon Fireball Flying Machine Guards The Log Electro Wizard

Counters to secondary win conditions

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

Guards Fireball Electro Wizard
Fireball Electro Wizard Bomber Flying Machine The Log
Guards The Log Electro Wizard
Guards Fireball The Log Electro Wizard
Cannon Guards
Fireball Flying Machine Electro Wizard
Guards Fireball Flying Machine Electro Wizard
Electro Wizard Fireball Flying Machine The Log
Cannon Guards
Flying Machine Guards
Fireball Guards The Log Electro Wizard
Cannon Fireball Guards
Bomber Cannon Fireball Flying Machine
Guards Electro Wizard Bomber Fireball Flying Machine The Log
Bomber Cannon Fireball Flying Machine The Log Electro Wizard
Cannon Fireball

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.)

Fireball Flying Machine Guards The Log
Fireball Flying Machine The Log Electro Wizard
Fireball Flying Machine The Log
Fireball Flying Machine Guards The Log
Bomber Fireball The Log
Fireball Flying Machine
Bomber Flying Machine The Log
Fireball The Log Flying Machine
Fireball The Log Flying Machine
Fireball Guards Electro Wizard
Fireball Flying Machine The Log Electro Wizard
Fireball Flying Machine
Flying Machine Fireball The Log
Fireball Flying Machine
Fireball Flying Machine The Log
Bomber Fireball Flying Machine The Log
Fireball Flying Machine The Log
Fireball
Bomber
Bomber Fireball Flying Machine The Log Electro Wizard
Bomber Fireball Flying Machine The Log
Fireball The Log
Fireball
The Log
Fireball Flying Machine The Log
The Log Bomber Fireball
Fireball The Log Flying Machine Electro Wizard
Fireball Flying Machine The Log
Fireball The Log
Fireball Flying Machine Electro Wizard
Electro Wizard Fireball Flying Machine Guards
Fireball
Bomber Fireball The Log
Fireball Electro Wizard
Fireball The Log
Electro Wizard Fireball Flying Machine Guards
Fireball Flying Machine Electro Wizard
The Log Fireball
Fireball Flying Machine Electro Wizard
The Log Bomber Fireball Flying Machine
Fireball
Flying Machine
Fireball Flying Machine Guards The Log Electro Wizard
Fireball Flying Machine Electro Wizard
Fireball Flying Machine The Log Electro Wizard

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