My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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.

Firecracker Magic Archer

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.

Firecracker Royal Giant Elixir Collector Magic Archer Monk

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 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.

Earthquake Elixir Collector

Dropped at the bridge

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

Royal 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.

Firecracker Magic Archer 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
Royal Giant Skeleton Army
Giant Snowball
Skeleton Army
Zap
Firecracker Royal Giant Skeleton Army
Barbarian Barrel
Firecracker Skeleton Army Magic Archer
The Log
Firecracker Royal Giant Skeleton Army
Earthquake
Firecracker Elixir Collector Skeleton Army
Arrows
Firecracker Skeleton Army
Royal Delivery
Firecracker Skeleton Army Magic Archer
Fireball
Firecracker Elixir Collector Skeleton Army Magic Archer
Poison
Firecracker Elixir Collector Skeleton Army Magic Archer
Lightning
Elixir Collector Magic Archer Monk
Rocket
Elixir Collector Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Earthquake The Log Magic Archer

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Elixir Collector Skeleton Army

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 Skeleton Army

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 Firecracker Earthquake Skeleton Army Magic Archer Monk Royal Giant Elixir Collector

Shortest cycle

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

11 The Log Firecracker Earthquake Skeleton Army

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.

Firecracker
Royal Giant Earthquake Monk
Royal Giant
Firecracker Earthquake The Log Magic Archer Monk
Earthquake
Royal Giant Firecracker The Log
Elixir Collector
Skeleton Army
The Log
Royal Giant Earthquake Magic Archer
Magic Archer
Royal Giant The Log
Monk
Firecracker Royal Giant

Defense Synergies 1 6

Firecracker
The Log Earthquake Skeleton Army
Royal Giant
Earthquake
Firecracker The Log
Elixir Collector
Skeleton Army
Firecracker The Log Magic Archer
The Log
Firecracker Earthquake Skeleton Army Magic Archer
Magic Archer
Skeleton Army The Log
Monk

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 Firecracker The Log Magic Archer
Skeleton Army Firecracker The Log Monk
Skeleton Army
Skeleton Army Firecracker Monk
Firecracker Earthquake Skeleton Army The Log Monk
Skeleton Army The Log Firecracker Earthquake Magic Archer
Firecracker Magic Archer
Earthquake The Log Magic Archer Monk
Skeleton Army
Skeleton Army Firecracker
Skeleton Army Firecracker Earthquake The Log Magic Archer
Firecracker Magic Archer
Skeleton Army Earthquake The Log
Skeleton Army Firecracker Earthquake The Log Magic Archer
Skeleton Army
Skeleton Army Monk The Log
Firecracker Skeleton Army
Firecracker Skeleton Army The Log Magic Archer
Earthquake The Log Firecracker Magic Archer
Skeleton Army Firecracker Earthquake The Log

Counters to secondary win conditions

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

Skeleton Army
Firecracker The Log Magic Archer Monk
Skeleton Army The Log
Skeleton Army The Log Monk
Skeleton Army
Firecracker Magic Archer Monk
Skeleton Army
Skeleton Army
Firecracker Skeleton Army The Log Magic Archer Monk
Skeleton Army
Skeleton Army Monk The Log
Skeleton Army
Firecracker Skeleton Army Magic Archer
Skeleton Army Firecracker The Log Magic Archer Monk
Firecracker Earthquake The Log Magic Archer

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 Magic Archer Firecracker The Log Monk
Firecracker Monk The Log Magic Archer
Earthquake The Log Magic Archer
Earthquake Firecracker The Log
Firecracker Earthquake The Log Magic Archer
Firecracker Magic Archer Monk
Firecracker Earthquake The Log Magic Archer
Earthquake The Log Firecracker Magic Archer
The Log Monk Firecracker
Firecracker Monk Earthquake The Log Magic Archer
Monk Firecracker Magic Archer
Earthquake Firecracker The Log Magic Archer
Earthquake Firecracker Magic Archer Monk
Earthquake Firecracker The Log Magic Archer
Earthquake Firecracker The Log Magic Archer
Earthquake Magic Archer Firecracker The Log
Monk Earthquake
Firecracker Earthquake The Log Magic Archer Monk
Firecracker Earthquake The Log Magic Archer Monk
Earthquake The Log Magic Archer Monk
The Log Monk
Earthquake The Log Monk
Firecracker Earthquake The Log Magic Archer
Firecracker The Log Earthquake Magic Archer Monk
The Log Magic Archer Monk
Firecracker The Log Magic Archer
Firecracker Magic Archer
Firecracker
Earthquake The Log Magic Archer
Firecracker Magic Archer Monk
Firecracker Earthquake The Log Magic Archer Monk
Earthquake Skeleton Army Magic Archer
Firecracker Magic Archer Monk
The Log
Firecracker Magic Archer
The Log Firecracker Earthquake Magic Archer
Monk
Firecracker
Firecracker The Log Magic Archer
Firecracker Magic Archer
Firecracker The Log Magic Archer Monk

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