My Best Clash Royale Deck

Deck Check Rating

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

3 problems 5 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!
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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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!

Similar decks

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 Giant Skeleton Golem Lumberjack

Offensive cards

Win conditions

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

Balloon Golem

Damage spells

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

Arrows

Punishments

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

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.

Baby Dragon Balloon Giant Skeleton Golem 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.

Balloon Giant Skeleton Golem 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
Clone Balloon Giant Skeleton
Giant Snowball
Clone Baby Dragon Balloon Lumberjack
Zap
Clone Balloon
Barbarian Barrel
Clone Giant Skeleton Lumberjack
The Log
Clone Giant Skeleton Lumberjack
Earthquake
Clone
Arrows
Clone
Royal Delivery
Clone Baby Dragon Balloon Giant Skeleton Lumberjack
Fireball
Clone Baby Dragon Balloon Lumberjack
Poison
Clone Balloon
Lightning
Baby Dragon Balloon Lumberjack
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon

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 Baby Dragon Giant Skeleton Golem

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.

Mirror Arrows Clone Baby Dragon Lumberjack Balloon Giant Skeleton Golem

Shortest cycle

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

10 Mirror Arrows Clone Baby Dragon

Attack Synergies 8 14

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
Mirror Balloon Golem Giant Skeleton Lumberjack
Mirror
Arrows Balloon Giant Skeleton Lumberjack
Clone
Balloon Giant Skeleton Golem Baby Dragon Lumberjack
Baby Dragon
Golem Clone Balloon Giant Skeleton Lumberjack
Balloon
Arrows Clone Lumberjack Mirror Baby Dragon Giant Skeleton Golem
Giant Skeleton
Clone Arrows Mirror Baby Dragon Balloon Lumberjack
Golem
Arrows Clone Baby Dragon Balloon Lumberjack
Lumberjack
Balloon Arrows Mirror Clone Baby Dragon Giant Skeleton Golem

Defense Synergies 1 6

Arrows
Mirror Giant Skeleton Lumberjack
Mirror
Arrows Lumberjack
Clone
Baby Dragon
Giant Skeleton Lumberjack
Balloon
Giant Skeleton
Arrows Baby Dragon Lumberjack
Golem
Lumberjack
Arrows Mirror Baby Dragon Giant Skeleton

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
Lumberjack
Lumberjack Giant Skeleton
Lumberjack
Arrows Giant Skeleton Lumberjack
Arrows Baby Dragon Lumberjack
Arrows Baby Dragon
Arrows Baby Dragon Giant Skeleton
Lumberjack
Giant Skeleton Lumberjack
Arrows Baby Dragon Giant Skeleton Lumberjack
Arrows Baby Dragon
Lumberjack Giant Skeleton
Arrows Baby Dragon Lumberjack
Lumberjack
Lumberjack
Arrows Lumberjack
Arrows Baby Dragon Lumberjack
Arrows Baby Dragon Giant Skeleton Lumberjack
Lumberjack
Arrows Baby Dragon Giant Skeleton Lumberjack

Counters to secondary win conditions

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

Lumberjack Giant Skeleton
Arrows Baby Dragon Lumberjack
Giant Skeleton Lumberjack
Giant Skeleton Lumberjack
Giant Skeleton Lumberjack
Arrows Baby Dragon
Giant Skeleton Lumberjack
Giant Skeleton Lumberjack
Giant Skeleton Baby Dragon
Giant Skeleton Lumberjack
Arrows Giant Skeleton
Giant Skeleton Lumberjack
Baby Dragon
Baby Dragon Giant Skeleton Lumberjack
Arrows Baby Dragon Giant Skeleton

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 Baby Dragon Giant Skeleton
Arrows Baby Dragon
Arrows Baby Dragon Giant Skeleton
Arrows Giant Skeleton
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Lumberjack
Arrows
Arrows Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Arrows Baby Dragon
Arrows Baby Dragon
Baby Dragon Giant Skeleton
Arrows
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Arrows
Giant Skeleton
Arrows
Arrows Baby Dragon
Arrows
Baby Dragon Lumberjack
Arrows Baby Dragon
Arrows Giant Skeleton
Baby Dragon Giant Skeleton
Baby Dragon Giant Skeleton

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