My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 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.

Mega Minion Inferno Tower Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bomber Mega Minion Golem Magic Archer

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.

Fireball The Log

Pump responses

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

Fireball

Dropped at the bridge

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

Golem 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.

Golem Magic Archer

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
Bomber Guards
Giant Snowball
Bomber Mega Minion Guards
Zap
Bomber Inferno Tower Guards
Barbarian Barrel
Bomber Inferno Tower Guards Magic Archer
The Log
Bomber Guards
Earthquake
Bomber Inferno Tower Guards
Arrows
Bomber Guards
Royal Delivery
Bomber Mega Minion Guards Magic Archer
Fireball
Bomber Mega Minion Inferno Tower Magic Archer
Poison
Bomber Mega Minion Inferno Tower Guards Magic Archer
Lightning
Mega Minion Inferno Tower Magic Archer
Rocket
Inferno Tower Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Fireball The Log Magic Archer

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.

Mega Minion Inferno Tower Guards Golem

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber The Log Mega Minion Guards Fireball Magic Archer Inferno Tower Golem

Shortest cycle

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

10 Bomber The Log Mega Minion Guards

Attack Synergies 3 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.

Bomber
Golem
Mega Minion
Golem Fireball
Fireball
Golem Mega Minion The Log Magic Archer
Inferno Tower
Guards
The Log
Golem
Bomber Mega Minion Fireball The Log Magic Archer
The Log
Fireball Guards Golem Magic Archer
Magic Archer
Fireball Golem The Log

Defense Synergies 3 9

Bomber
Guards The Log
Mega Minion
Inferno Tower Guards The Log
Fireball
The Log Inferno Tower
Inferno Tower
Guards The Log Mega Minion Fireball
Guards
Inferno Tower Bomber Mega Minion The Log Magic Archer
Golem
The Log
Fireball Inferno Tower Bomber Mega Minion Guards Magic Archer
Magic Archer
Guards 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.

Bomber Mega Minion Fireball Inferno Tower The Log Magic Archer
Inferno Tower Mega Minion The Log
Inferno Tower Bomber Mega Minion
Inferno Tower Mega Minion Guards
Bomber Fireball The Log
Fireball The Log Bomber Mega Minion Guards Magic Archer
Mega Minion Inferno Tower Fireball Magic Archer
Fireball Inferno Tower The Log Magic Archer
Inferno Tower
Guards Bomber Inferno Tower
Guards Bomber Mega Minion Fireball The Log Magic Archer
Mega Minion Inferno Tower Fireball Magic Archer
Inferno Tower Bomber Fireball Guards The Log
Bomber Fireball Mega Minion Guards The Log Magic Archer
Inferno Tower
Inferno Tower Fireball The Log
Bomber Fireball Inferno Tower
Fireball Bomber Mega Minion Guards The Log Magic Archer
The Log Bomber Mega Minion Fireball Guards Magic Archer
Inferno Tower
Bomber Fireball Guards The Log

Counters to secondary win conditions

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

Guards Fireball Inferno Tower
Fireball Bomber Mega Minion The Log Magic Archer
Guards Inferno Tower The Log
Guards Fireball Inferno Tower The Log
Inferno Tower Guards
Fireball Magic Archer
Guards Mega Minion Fireball Inferno Tower
Inferno Tower
Mega Minion Fireball Inferno Tower The Log Magic Archer
Inferno Tower Mega Minion Guards
Mega Minion Inferno Tower Guards
Fireball Guards The Log
Fireball Inferno Tower Guards
Bomber Fireball Magic Archer
Inferno Tower Guards Bomber Mega Minion Fireball The Log Magic Archer
Bomber Mega Minion Fireball Inferno Tower The Log Magic Archer
Bomber Fireball Inferno Tower

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 Magic Archer Guards The Log
Fireball The Log Magic Archer
Fireball The Log Magic Archer
Fireball Guards The Log
Bomber Fireball The Log Magic Archer
Fireball Mega Minion Magic Archer
Bomber The Log Magic Archer
Fireball The Log Magic Archer
Fireball The Log
Fireball Guards
Fireball The Log Magic Archer
Fireball Magic Archer
Fireball The Log Magic Archer
Fireball Magic Archer
Fireball The Log Magic Archer
Bomber Fireball The Log Magic Archer
Magic Archer Fireball The Log
Fireball
Bomber
Bomber Mega Minion Fireball The Log Magic Archer
Bomber Fireball The Log Magic Archer
Fireball The Log Magic Archer
Fireball
The Log
Fireball The Log
The Log Bomber Fireball Magic Archer
Mega Minion
Fireball The Log Magic Archer
Fireball The Log Magic Archer
Fireball The Log Magic Archer
Fireball Magic Archer
Mega Minion Fireball Guards
Mega Minion Fireball
Bomber Fireball The Log Magic Archer
Fireball Magic Archer
Fireball The Log Magic Archer
Fireball Guards Magic Archer
Fireball Mega Minion Magic Archer
The Log Fireball
Fireball Mega Minion Magic Archer
The Log Bomber Fireball Magic Archer
Fireball
Mega Minion
Fireball Guards The Log Magic Archer
Fireball Magic Archer
Fireball The Log Magic Archer
Fireball

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