My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Tesla

Defensive buildings

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

Tesla

Investments

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

Bats Archers Tesla Mega Knight Goblinstein

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Mega Knight

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.

Goblin Barrel

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
Bats Archers Goblin Barrel Guards
Giant Snowball
Bats Archers Goblin Barrel Guards
Zap
Bats Archers Goblin Barrel Guards
Barbarian Barrel
Archers Tesla Goblin Barrel Guards
The Log
Archers Goblin Barrel Guards
Earthquake
Archers Tesla Goblin Barrel Guards
Arrows
Bats Archers Goblin Barrel Guards
Royal Delivery
Bats Archers Goblin Barrel Guards
Fireball
Archers Tesla Goblin Barrel
Poison
Bats Archers Guards
Lightning
Tesla Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

The Log Mega Knight

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.

Bats Guards Mega Knight

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.

Goblin Barrel

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.

Goblin Barrel

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.

Bats The Log Archers Goblin Barrel Guards Tesla Goblinstein Mega Knight

Shortest cycle

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

10 Bats The Log Archers Goblin Barrel

Attack Synergies 1 6

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.

Bats
Mega Knight Goblin Barrel
Archers
Mega Knight
Tesla
Goblin Barrel
Bats Guards Mega Knight
Guards
Goblin Barrel The Log
The Log
Guards Mega Knight
Mega Knight
Bats Archers Goblin Barrel The Log
Goblinstein

Defense Synergies 1 10

Bats
Tesla The Log Mega Knight
Archers
Tesla Guards The Log Mega Knight
Tesla
The Log Bats Archers Guards
Goblin Barrel
Guards
Archers Tesla The Log
The Log
Tesla Bats Archers Guards Mega Knight
Mega Knight
Bats Archers The Log
Goblinstein

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.

Tesla The Log
Bats Tesla The Log Mega Knight
Tesla Mega Knight Bats Archers
Tesla Bats Guards Mega Knight
The Log Mega Knight
The Log Bats Archers Tesla Guards Mega Knight
Bats Tesla Archers
Tesla The Log Mega Knight
Tesla
Guards Archers Tesla Mega Knight
Bats Archers Guards Tesla The Log Mega Knight
Tesla Bats Archers
Tesla Mega Knight Bats Guards The Log
Mega Knight Bats Tesla Guards The Log
Tesla Mega Knight
Tesla The Log Mega Knight Goblinstein
Tesla Mega Knight Bats
Tesla Mega Knight Bats Archers Guards The Log
The Log Bats Archers Tesla Guards Mega Knight
Tesla
Mega Knight Bats Archers Tesla Guards The Log
Tesla Guards

Counters to secondary win conditions

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

Guards Mega Knight Archers Tesla
Archers Tesla The Log Mega Knight
Guards Mega Knight Bats The Log
Guards Mega Knight Bats Tesla The Log
Tesla Guards Mega Knight
Goblinstein Bats Archers Tesla
Guards Bats Archers Tesla
Mega Knight Tesla
Mega Knight Goblinstein Bats The Log
Tesla Guards
Mega Knight Bats Tesla Guards
Mega Knight Guards The Log
Mega Knight Tesla Guards
Archers Tesla Mega Knight
Tesla Guards Bats Archers The Log Goblinstein
Bats Mega Knight Archers Tesla 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.)

Guards The Log
The Log
The Log
Guards The Log
The Log Mega Knight Goblinstein
Goblinstein Bats
Archers The Log
The Log
The Log
Bats Guards
The Log
Archers
The Log
The Log
The Log
The Log Mega Knight
Bats
Archers The Log Mega Knight
The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Mega Knight Goblinstein
The Log
The Log Mega Knight
The Log
Bats Archers
Bats Guards Goblinstein
The Log Mega Knight
Mega Knight
The Log
Bats Archers Guards Goblinstein
Archers
The Log
Mega Knight
The Log
Mega Knight
Bats Guards The Log
Bats
The Log Mega Knight
Mega Knight

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