My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 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 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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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!

Advanced stuff

Defensive cards

Anti-air

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

Missing

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.

Knight

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.

Arrows Fireball Poison Lightning The Log

Pump responses

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

Fireball Poison Lightning

Dropped at the bridge

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

Knight

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
Guards
Giant Snowball
Cannon Guards
Zap
Cannon Guards
Barbarian Barrel
Knight Cannon Guards
The Log
Cannon Guards
Earthquake
Cannon Guards
Arrows
Guards
Royal Delivery
Knight Guards
Fireball
Cannon
Poison
Cannon Guards
Lightning
Knight Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Poison

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Poison 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 Knight Guards Poison

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Knight Cannon Guards Fireball Poison Lightning

Shortest cycle

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

11 The Log Arrows Knight Cannon

Attack Synergies 1 8

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
Fireball Knight Lightning
Knight
Arrows Fireball Poison The Log
Cannon
Fireball
Arrows Knight The Log
Guards
The Log
Poison
Knight The Log
Lightning
Arrows
The Log
Knight Fireball Guards Poison

Defense Synergies 3 14

Arrows
Knight Cannon Fireball Lightning
Knight
Cannon Arrows Fireball Poison The Log
Cannon
Knight The Log Arrows Fireball Guards Poison
Fireball
The Log Arrows Knight Cannon
Guards
Cannon Poison The Log
Poison
Knight Cannon Guards The Log
Lightning
Arrows The Log
The Log
Cannon Fireball Knight Guards Poison Lightning

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.

Lightning Knight Cannon Fireball The Log
Knight Cannon The Log
Cannon Knight Lightning
Cannon Knight Guards
Lightning Arrows Fireball Poison The Log
Arrows Fireball The Log Cannon Guards
Lightning Arrows Cannon Fireball Poison
Lightning Arrows Cannon Fireball Poison The Log
Cannon
Knight Guards Cannon
Guards Poison Arrows Knight Cannon Fireball The Log
Arrows Fireball Poison
Cannon Knight Fireball Guards Lightning The Log
Fireball Arrows Cannon Guards Poison The Log
Knight Cannon
Cannon Fireball Lightning The Log
Arrows Knight Cannon Fireball Poison
Arrows Cannon Fireball Knight Guards The Log
Arrows Poison The Log Knight Cannon Fireball Guards
Cannon
Arrows Knight Cannon Fireball Guards Poison The Log

Counters to secondary win conditions

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

Knight Guards Fireball
Fireball Poison Arrows Knight Lightning The Log
Guards Knight Lightning The Log
Guards Lightning Knight Fireball The Log
Knight Cannon Guards
Arrows Fireball Poison
Guards Knight Fireball Lightning
Knight
Lightning Knight Fireball Poison The Log
Cannon Guards
Knight Guards
Lightning Arrows Fireball Guards Poison The Log
Lightning Knight Cannon Fireball Guards
Cannon Fireball
Guards Knight Fireball Poison Lightning The Log
Arrows Poison Cannon 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 Poison Lightning Arrows Knight Guards The Log
Arrows Fireball Poison The Log
Lightning Arrows Fireball Poison The Log
Lightning Arrows Knight Fireball Guards Poison The Log
Fireball Poison Arrows The Log
Arrows Fireball Poison
Arrows Poison The Log
Arrows Fireball Poison The Log Lightning
Arrows Fireball Poison The Log Lightning
Lightning Fireball Guards Poison
Poison Lightning Arrows Knight Fireball The Log
Fireball Poison Lightning Arrows
Poison Lightning Knight Fireball The Log
Lightning Arrows Fireball Poison
Lightning Arrows Fireball Poison The Log
Lightning Arrows Fireball Poison The Log
Lightning Arrows Fireball Poison The Log
Lightning Arrows Fireball Poison
Lightning
Lightning Arrows Fireball Poison The Log
Lightning Arrows Fireball Poison The Log
Lightning Fireball Poison The Log
Lightning Arrows Fireball Poison
Lightning The Log
Lightning Arrows Fireball Poison The Log
Arrows Poison The Log Fireball
Arrows Fireball Poison The Log Lightning
Fireball Lightning Arrows Poison The Log
Fireball Poison Lightning Arrows The Log
Poison Lightning Arrows Fireball
Lightning Fireball Guards Poison
Lightning Fireball
Poison Lightning Arrows Fireball The Log
Lightning Arrows Fireball Poison
Arrows Fireball Poison Lightning The Log
Lightning Fireball Guards
Fireball Poison Lightning Arrows
Arrows The Log Fireball
Fireball Poison Lightning Knight
Arrows The Log Fireball Poison Lightning
Lightning Arrows Fireball Poison
Fireball Guards Poison Lightning The Log
Fireball Poison Lightning
Poison Lightning Fireball The Log

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