My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Inferno Dragon

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.

Battle Ram Inferno Dragon Mega Knight Goblinstein

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows The Log

Punishments

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

Battle Ram Mega Knight

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.

Battle Ram Mega 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
Battle Ram Skeleton Army Inferno Dragon
Giant Snowball
Cannon Battle Ram Skeleton Army Inferno Dragon
Zap
Cannon Battle Ram Skeleton Army Inferno Dragon
Barbarian Barrel
Cannon Battle Ram Skeleton Army
The Log
Cannon Battle Ram Skeleton Army
Earthquake
Cannon Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Battle Ram Skeleton Army Inferno Dragon
Fireball
Cannon Battle Ram Skeleton Army Inferno Dragon
Poison
Cannon Skeleton Army
Lightning
Cannon Battle Ram Inferno Dragon Goblinstein
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Mega Knight

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.

Arrows Battle Ram Skeleton Army Inferno Dragon 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.

Skeleton Army

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.

The Log Arrows Cannon Skeleton Army Battle Ram Inferno Dragon Goblinstein Mega Knight

Shortest cycle

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

11 The Log Arrows Cannon Skeleton Army

Attack Synergies 2 3

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
Battle Ram Mega Knight
Cannon
Battle Ram
The Log Arrows
Skeleton Army
The Log
Battle Ram Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Arrows The Log
Goblinstein

Defense Synergies 2 8

Arrows
Mega Knight Cannon
Cannon
The Log Arrows Skeleton Army Inferno Dragon
Battle Ram
Skeleton Army
Cannon The Log Inferno Dragon
The Log
Cannon Skeleton Army Inferno Dragon Mega Knight
Inferno Dragon
Cannon Skeleton Army The Log Mega Knight
Mega Knight
Arrows The Log Inferno Dragon
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.

Cannon The Log
Skeleton Army Inferno Dragon Cannon The Log Mega Knight
Cannon Skeleton Army Mega Knight Inferno Dragon
Cannon Skeleton Army Inferno Dragon Mega Knight
Arrows Skeleton Army The Log Mega Knight
Arrows Skeleton Army The Log Cannon Mega Knight
Inferno Dragon Arrows Cannon
Arrows Cannon The Log Mega Knight
Cannon Inferno Dragon Skeleton Army
Skeleton Army Cannon Mega Knight
Skeleton Army Arrows Cannon The Log Mega Knight
Arrows Inferno Dragon
Cannon Skeleton Army Mega Knight The Log
Skeleton Army Mega Knight Arrows Cannon The Log
Skeleton Army Inferno Dragon Cannon Mega Knight
Skeleton Army Cannon The Log Inferno Dragon Mega Knight
Mega Knight Arrows Cannon Skeleton Army
Arrows Cannon Mega Knight Skeleton Army The Log
Arrows The Log Cannon Inferno Dragon Mega Knight
Cannon Inferno Dragon
Skeleton Army Mega Knight Arrows Cannon The Log
Cannon Inferno Dragon

Counters to secondary win conditions

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

Skeleton Army Mega Knight
Arrows The Log Inferno Dragon Mega Knight
Skeleton Army Mega Knight The Log
Skeleton Army Mega Knight The Log
Cannon Skeleton Army Inferno Dragon Mega Knight
Arrows
Skeleton Army
Mega Knight Skeleton Army Inferno Dragon
Mega Knight Skeleton Army The Log Inferno Dragon
Cannon Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight
Skeleton Army Mega Knight Arrows The Log
Skeleton Army Mega Knight Cannon
Cannon Skeleton Army Mega Knight
Skeleton Army The Log Inferno Dragon
Arrows Mega Knight Cannon The Log Inferno Dragon
Arrows Cannon

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 The Log
Arrows The Log
Arrows The Log
Arrows The Log
Arrows The Log Mega Knight
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log Mega Knight
Arrows
Arrows The Log Mega Knight
Arrows The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows The Log
Arrows The Log Mega Knight
Inferno Dragon
Arrows The Log
Arrows The Log Mega Knight
Arrows The Log
Arrows
Arrows The Log Mega Knight
Arrows
Mega Knight
Arrows The Log
Skeleton Army
Arrows
Arrows The Log
Mega Knight
Arrows The Log
Arrows
Mega Knight
The Log
The Log Mega Knight
Inferno Dragon
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: