My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high 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.

Baby Dragon

Defensive buildings

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

Mortar

Investments

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

Bomber Baby Dragon Mega Knight

Offensive cards

Win conditions

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

Mortar

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.

Mortar 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.

Mortar Baby Dragon 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
Bomber Skeleton Army Clone
Giant Snowball
Bomber Skeleton Army Clone Baby Dragon
Zap
Bomber Mortar Skeleton Army Clone
Barbarian Barrel
Bomber Mortar Skeleton Army Clone
The Log
Bomber Skeleton Army Clone
Earthquake
Bomber Mortar Skeleton Army Clone
Arrows
Bomber Skeleton Army Clone
Royal Delivery
Bomber Skeleton Army Clone Baby Dragon
Fireball
Bomber Mortar Skeleton Army Clone Baby Dragon
Poison
Bomber Mortar Skeleton Army Clone
Lightning
Mortar Baby Dragon
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Mortar Baby Dragon 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.

Skeleton Army Clone Baby 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.

Mirror Bomber The Log Skeleton Army Clone Mortar Baby Dragon Mega Knight

Shortest cycle

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

7 Mirror Bomber The Log Skeleton Army

Attack Synergies 2 9

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
Mortar Baby Dragon Mega Knight
Mortar
Bomber Baby Dragon The Log
Mirror
The Log Skeleton Army
Skeleton Army
Clone Mirror
Clone
Skeleton Army Baby Dragon
Baby Dragon
Bomber Mortar Clone Mega Knight
The Log
Mirror Mortar Mega Knight
Mega Knight
Bomber Baby Dragon The Log

Defense Synergies 1 12

Bomber
Mortar The Log
Mortar
Bomber Mirror Skeleton Army Baby Dragon The Log
Mirror
Skeleton Army Mortar The Log Mega Knight
Skeleton Army
Mirror Mortar The Log
Clone
Baby Dragon
Mortar The Log Mega Knight
The Log
Bomber Mortar Mirror Skeleton Army Baby Dragon Mega Knight
Mega Knight
Mirror Baby Dragon 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 Mortar Baby Dragon The Log
Skeleton Army Mortar The Log Mega Knight
Mortar Skeleton Army Mega Knight Bomber
Skeleton Army Mortar Mega Knight
Bomber Skeleton Army The Log Mega Knight
Skeleton Army The Log Bomber Baby Dragon Mega Knight
Mortar Baby Dragon
Baby Dragon The Log Mega Knight
Mortar Skeleton Army
Skeleton Army Bomber Mega Knight
Skeleton Army Bomber Baby Dragon The Log Mega Knight
Baby Dragon
Mortar Skeleton Army Mega Knight Bomber The Log
Bomber Skeleton Army Mega Knight Mortar Baby Dragon The Log
Skeleton Army Mortar Mega Knight
Skeleton Army Mortar The Log Mega Knight
Mega Knight Bomber Mortar Skeleton Army
Mortar Mega Knight Bomber Skeleton Army Baby Dragon The Log
Mortar Baby Dragon The Log Bomber Mega Knight
Mortar
Bomber Skeleton Army Mega Knight Baby Dragon The Log
Mortar

Counters to secondary win conditions

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

Skeleton Army Mega Knight
Bomber Mortar Baby Dragon The Log Mega Knight
Skeleton Army Mega Knight The Log
Skeleton Army Mega Knight The Log
Skeleton Army Mega Knight
Baby Dragon
Skeleton Army
Mega Knight Skeleton Army
Mega Knight Mortar Skeleton Army Baby Dragon The Log
Skeleton Army
Mega Knight
Skeleton Army Mega Knight The Log
Skeleton Army Mega Knight
Bomber Skeleton Army Baby Dragon Mega Knight
Skeleton Army Bomber Mortar Baby Dragon The Log
Mega Knight Bomber Baby Dragon The Log
Bomber Mortar

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.)

Mortar Baby Dragon The Log
Mortar Baby Dragon The Log
Baby Dragon The Log
The Log
Bomber Mortar Baby Dragon The Log Mega Knight
Baby Dragon
Bomber Mortar Baby Dragon The Log
The Log Baby Dragon
The Log Mortar
Mortar The Log
Baby Dragon
Mortar Baby Dragon The Log
Mortar Baby Dragon
Mortar Baby Dragon The Log
Bomber Mortar Baby Dragon The Log
Mortar Baby Dragon The Log Mega Knight
Mortar
Bomber
Bomber Mortar Baby Dragon The Log Mega Knight
Bomber Mortar Baby Dragon The Log Mega Knight
Baby Dragon The Log Mega Knight
The Log
Mortar Baby Dragon The Log
The Log Bomber Mortar Baby Dragon Mega Knight
Mortar The Log Baby Dragon
Mortar Baby Dragon The Log Mega Knight
Mortar Baby Dragon The Log
Baby Dragon
Bomber Mortar The Log Mega Knight
Mega Knight
The Log
Skeleton Army
Baby Dragon
The Log
Baby Dragon Mega Knight
The Log Bomber Mortar Baby Dragon
Mega Knight
Baby Dragon The Log
Mortar Baby Dragon The Log Mega Knight
Mortar Mega Knight

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