My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers

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.

Archers Lumberjack

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.

Zap Fireball Rocket Tornado The Log

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.

Fireball Rocket

Dropped at the bridge

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

Goblins 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.

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
Archers
Giant Snowball
Goblins Archers Lumberjack
Zap
Goblins Archers
Barbarian Barrel
Goblins Archers Lumberjack
The Log
Goblins Archers Lumberjack
Earthquake
Archers
Arrows
Goblins Archers
Royal Delivery
Goblins Archers Lumberjack
Fireball
Archers Lumberjack
Poison
Archers
Lightning
Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Rocket Tornado 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.

Rocket Tornado

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.

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.

Goblins Fireball

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.

Goblins Zap The Log Archers Tornado Fireball Lumberjack Rocket

Shortest cycle

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

9 Goblins Zap The Log Archers

Attack Synergies 4 9

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.

Goblins
Zap Archers
Zap
Fireball Tornado Goblins Archers The Log Lumberjack
Archers
Goblins Zap Lumberjack
Fireball
Zap Tornado The Log
Rocket
Tornado
Tornado
Zap Fireball Rocket The Log
The Log
Zap Fireball Tornado Lumberjack
Lumberjack
Zap Archers The Log

Defense Synergies 4 14

Goblins
Zap Archers The Log
Zap
Fireball Goblins Archers Tornado The Log Lumberjack
Archers
Goblins Zap Tornado The Log Lumberjack
Fireball
Zap Tornado The Log Lumberjack
Rocket
Tornado The Log
Tornado
Fireball Rocket Zap Archers The Log
The Log
Fireball Goblins Zap Archers Rocket Tornado Lumberjack
Lumberjack
Zap Archers Fireball 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.

Rocket Zap Fireball The Log
Lumberjack Goblins Zap The Log
Rocket Tornado Lumberjack Goblins Archers
Lumberjack Goblins
Fireball Rocket Tornado The Log Lumberjack
Fireball Tornado The Log Goblins Zap Archers Lumberjack
Rocket Tornado Zap Archers Fireball
Rocket Zap Fireball The Log
Goblins Tornado Lumberjack
Tornado Goblins Archers Lumberjack
Goblins Archers Zap Fireball Tornado The Log Lumberjack
Zap Archers Fireball Tornado
Lumberjack Zap Fireball Rocket The Log
Fireball Rocket Goblins Zap Tornado The Log Lumberjack
Lumberjack
Rocket Tornado Zap Fireball The Log Lumberjack
Goblins Fireball Tornado Lumberjack
Fireball Goblins Zap Archers Tornado The Log Lumberjack
Zap Tornado The Log Archers Fireball Lumberjack
Tornado Lumberjack
Goblins Archers Fireball The Log Lumberjack

Counters to secondary win conditions

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

Lumberjack Goblins Zap Archers Fireball
Fireball Zap Archers Rocket The Log Lumberjack
Lumberjack Goblins Zap Rocket The Log
Rocket Lumberjack Zap Fireball Tornado The Log
Lumberjack
Fireball Rocket Zap Archers Tornado
Rocket Goblins Archers Fireball Lumberjack
Lumberjack
Zap Rocket Goblins Fireball Tornado The Log
Lumberjack
Rocket Zap Fireball Tornado The Log
Rocket Fireball Lumberjack
Archers Fireball
Goblins Zap Archers Fireball Rocket Tornado The Log Lumberjack
Zap Archers Fireball 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.)

Fireball Rocket The Log
Fireball Zap Tornado The Log
Rocket Fireball The Log
Fireball Rocket The Log
Fireball Rocket Zap The Log
Fireball Zap Rocket Tornado
Archers Tornado The Log
Fireball The Log Zap Tornado
Fireball The Log Zap Tornado
Rocket Goblins Fireball Tornado Lumberjack
Rocket Zap Fireball Tornado The Log
Fireball Zap Archers Rocket Tornado
Rocket Fireball The Log
Fireball Rocket
Zap Fireball The Log
Rocket Zap Fireball The Log
Fireball Rocket The Log
Fireball Rocket Tornado
Rocket
Rocket Zap Archers Fireball The Log
Rocket Zap Fireball Tornado The Log
Rocket Fireball The Log
Rocket Fireball Tornado
Rocket Tornado The Log
Rocket Zap Fireball The Log
Zap Tornado The Log Fireball
Fireball The Log Zap Tornado
Fireball Zap Tornado The Log
Fireball Rocket Zap Tornado The Log
Zap Archers Fireball Tornado
Zap Rocket Fireball
Fireball
Zap Fireball Rocket The Log
Zap Rocket Fireball
Rocket Fireball The Log
Zap Archers Fireball Rocket
Fireball Rocket Zap Archers Tornado
The Log Fireball
Fireball Rocket Lumberjack
The Log Zap Fireball
Rocket Zap Fireball Tornado
Zap Fireball Rocket Tornado The Log
Zap Fireball Rocket Tornado
Zap Fireball Rocket Tornado The Log

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