My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 warnings Why?

Missing cards in your collection

Goblin Curse Fisherman Goblin Machine Mighty Miner Archer Queen Monk

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!
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.

Minions

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.

Elixir Golem Mega Knight

Offensive cards

Win conditions

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

Elixir Golem Wall Breakers

Damage spells

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

Rage The Log

Punishments

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

Elite Barbarians Elixir Golem Wall Breakers 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.

Elite Barbarians Elixir Golem Wall Breakers 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.

Elite Barbarians

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
Minions Elite Barbarians Elixir Golem Wall Breakers Clone
Giant Snowball
Minions Wall Breakers Clone
Zap
Minions Wall Breakers Clone
Barbarian Barrel
Elite Barbarians Elixir Golem Wall Breakers Clone
The Log
Elite Barbarians Elixir Golem Wall Breakers Clone
Earthquake
Elixir Golem Clone
Arrows
Minions Wall Breakers Clone
Royal Delivery
Minions Elite Barbarians Elixir Golem Wall Breakers Clone
Fireball
Minions Elite Barbarians Elixir Golem Wall Breakers Clone
Poison
Minions Elixir Golem Clone
Lightning
Elite Barbarians
Rocket
Elite Barbarians

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.

Elixir Golem Rage Clone 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.

Elite Barbarians

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.

Minions

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.

Wall Breakers Rage The Log Minions Elixir Golem Clone Elite Barbarians Mega Knight

Shortest cycle

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

9 Wall Breakers Rage The Log Minions

Attack Synergies 4 10

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.

Minions
Rage Mega Knight Elite Barbarians Elixir Golem Wall Breakers Clone
Elite Barbarians
Rage Minions The Log Mega Knight
Elixir Golem
Rage Minions The Log
Wall Breakers
Minions The Log Mega Knight
Rage
Minions Elite Barbarians Elixir Golem
Clone
Minions
The Log
Elite Barbarians Elixir Golem Wall Breakers Mega Knight
Mega Knight
Minions Elite Barbarians Wall Breakers The Log

Defense Synergies 0 5

Minions
The Log Mega Knight
Elite Barbarians
The Log Mega Knight
Elixir Golem
Wall Breakers
Rage
Clone
The Log
Minions Elite Barbarians Mega Knight
Mega Knight
Minions Elite Barbarians 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.

Minions The Log
Elite Barbarians Minions The Log Mega Knight
Mega Knight Minions Elite Barbarians
Elite Barbarians Minions Mega Knight
Elite Barbarians The Log Mega Knight
The Log Minions Mega Knight
Minions
The Log Mega Knight
Minions Elite Barbarians
Elite Barbarians Mega Knight
Minions The Log Mega Knight
Minions
Mega Knight Minions Elite Barbarians The Log
Mega Knight Minions The Log
Elite Barbarians Mega Knight
Elite Barbarians The Log Mega Knight
Mega Knight Minions Elite Barbarians
Mega Knight Minions Elite Barbarians The Log
The Log Minions Mega Knight
Elite Barbarians
Mega Knight Minions Elite Barbarians The Log

Counters to secondary win conditions

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

Mega Knight Elite Barbarians
Elite Barbarians The Log Mega Knight
Mega Knight Minions Elite Barbarians The Log
Mega Knight Elite Barbarians The Log
Elite Barbarians Mega Knight
Minions
Minions Elite Barbarians
Mega Knight Elite Barbarians
Mega Knight Minions Elite Barbarians The Log
Mega Knight Minions Elite Barbarians
Mega Knight Elite Barbarians The Log
Elite Barbarians Mega Knight
Mega Knight
Elite Barbarians Minions The Log
Minions Mega Knight Elite Barbarians 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.)

The Log
The Log
The Log
The Log
The Log Mega Knight
Minions
The Log
The Log
The Log
Minions Elite Barbarians
The Log
Elite Barbarians The Log
Minions
Elite Barbarians The Log
The Log
The Log Mega Knight
Minions
The Log Mega Knight
The Log Mega Knight
Minions The Log Mega Knight
The Log
The Log
The Log Mega Knight
The Log
The Log Mega Knight
The Log
Elite Barbarians
Minions
Elite Barbarians
The Log Mega Knight
Mega Knight
The Log
Minions
The Log
Mega Knight
The Log
Elite Barbarians Mega Knight
Minions Elite Barbarians The Log
The Log Mega Knight

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