My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Wall Breakers Ram Rider

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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.

Hunter

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.

Dark Prince Hunter Golem Royal Ghost Bandit

Offensive cards

Win conditions

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

Golem

Damage spells

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

The Log

Punishments

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

Dark Prince Royal Ghost Bandit

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.

Heal Spirit Dark Prince Golem Royal Ghost Bandit

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.

Dark Prince Golem Royal Ghost Bandit

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 Dark Prince Bandit
Giant Snowball
Guards
Zap
Guards Dark Prince Bandit
Barbarian Barrel
Heal Spirit Guards Dark Prince Hunter Royal Ghost Bandit
The Log
Heal Spirit Guards Dark Prince Hunter Bandit
Earthquake
Guards
Arrows
Heal Spirit Guards
Royal Delivery
Heal Spirit Guards Dark Prince Hunter Royal Ghost Bandit
Fireball
Hunter Bandit
Poison
Guards Hunter
Lightning
Dark Prince Hunter Bandit
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince Hunter The Log Royal Ghost

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.

Heal Spirit Guards Dark Prince Golem Royal Ghost

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.

Heal Spirit

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.

Heal Spirit The Log Guards Royal Ghost Bandit Dark Prince Hunter Golem

Shortest cycle

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

9 Heal Spirit The Log Guards Royal Ghost

Attack Synergies 0 15

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.

Heal Spirit
Guards Dark Prince Hunter Bandit
Guards
Heal Spirit The Log Bandit
Dark Prince
Heal Spirit Golem Royal Ghost Bandit
Hunter
Heal Spirit Golem Bandit
Golem
Dark Prince Hunter The Log Bandit
The Log
Guards Golem Bandit
Royal Ghost
Dark Prince Bandit
Bandit
Heal Spirit Guards Dark Prince Hunter Golem The Log Royal Ghost

Defense Synergies 1 9

Heal Spirit
Guards
Hunter The Log
Dark Prince
Hunter The Log Royal Ghost Bandit
Hunter
Guards Dark Prince The Log Bandit
Golem
The Log
Guards Dark Prince Hunter Royal Ghost Bandit
Royal Ghost
Dark Prince The Log
Bandit
Dark Prince Hunter 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.

The Log
Hunter Dark Prince The Log Bandit
Hunter Dark Prince Bandit
Hunter Guards Dark Prince Bandit
Dark Prince The Log
The Log Guards Dark Prince Hunter Royal Ghost Bandit
Hunter
The Log Bandit
Hunter
Guards Dark Prince Hunter Royal Ghost Bandit
Guards Dark Prince Hunter The Log Royal Ghost Bandit
Hunter
Hunter Guards Dark Prince The Log Bandit
Guards Dark Prince Hunter The Log Royal Ghost
Hunter Bandit
Hunter The Log Bandit
Dark Prince Hunter
Guards Dark Prince Hunter The Log Royal Ghost Bandit
Hunter The Log Guards Dark Prince Royal Ghost Bandit
Hunter
Dark Prince Royal Ghost Guards Hunter The Log Bandit

Counters to secondary win conditions

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

Guards Dark Prince Royal Ghost Bandit
Bandit Hunter The Log Royal Ghost
Guards Bandit Dark Prince Hunter The Log
Guards Dark Prince Hunter The Log Bandit
Guards Dark Prince Hunter Bandit
Hunter
Guards Dark Prince Hunter Bandit
Dark Prince Hunter
Dark Prince The Log Bandit
Guards
Guards Dark Prince Hunter
Guards Dark Prince The Log
Dark Prince Guards Hunter Bandit
Guards Dark Prince Hunter The Log
Dark Prince Hunter The Log Royal Ghost

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.)

Guards The Log Royal Ghost Bandit
The Log Royal Ghost Bandit
The Log Bandit
Guards Dark Prince The Log
Dark Prince The Log
Hunter
The Log
The Log Hunter
The Log Bandit
Guards
Dark Prince The Log Bandit
Hunter The Log Bandit
Bandit
The Log
Hunter The Log Bandit
The Log Bandit
Dark Prince Hunter The Log Bandit
The Log
The Log
The Log
The Log
The Log Dark Prince Hunter
The Log Hunter Royal Ghost Bandit
The Log Bandit
The Log Bandit
Hunter
Guards
Hunter The Log Bandit
The Log
Guards Dark Prince Bandit
Hunter
The Log
Dark Prince Hunter
The Log
Dark Prince
Guards The Log
Dark Prince The Log Royal Ghost Bandit

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