My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Great!
Synergy
Mediocre
Versatility
Godly!
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 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 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.

Bats Archers Night Witch

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.

Bats Archers Elixir Golem Royal Ghost Night Witch Mega Knight

Offensive cards

Win conditions

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

Elixir Golem Royal Hogs

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.

Elixir Golem Royal Hogs Royal Ghost 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.

Elixir Golem Royal Hogs Royal Ghost 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.

Royal Hogs Royal Ghost

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 Elixir Golem Royal Hogs Night Witch
Giant Snowball
Bats Archers Royal Hogs Night Witch
Zap
Bats Archers Royal Hogs Night Witch
Barbarian Barrel
Archers Elixir Golem Royal Hogs Royal Ghost Night Witch
The Log
Archers Elixir Golem Royal Hogs
Earthquake
Archers Elixir Golem Royal Hogs
Arrows
Bats Archers Royal Hogs Night Witch
Royal Delivery
Bats Archers Elixir Golem Royal Hogs Royal Ghost Night Witch
Fireball
Archers Elixir Golem Royal Hogs Night Witch
Poison
Bats Archers Elixir Golem Royal Hogs Night Witch
Lightning
Night Witch
Rocket
Royal Hogs Night Witch

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 Royal Ghost 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 Elixir Golem Royal Ghost Night Witch Mega Knight

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 Elixir Golem Royal Ghost Night Witch Royal Hogs Mega Knight

Shortest cycle

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

10 Bats The Log Archers Elixir Golem

Attack Synergies 2 13

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 Elixir Golem Royal Hogs
Archers
Elixir Golem Royal Hogs Royal Ghost Mega Knight
Elixir Golem
Night Witch Bats Archers The Log Royal Ghost
Royal Hogs
Bats Archers The Log Mega Knight
The Log
Elixir Golem Royal Hogs Mega Knight
Royal Ghost
Archers Elixir Golem Mega Knight
Night Witch
Elixir Golem Mega Knight
Mega Knight
Bats Archers Royal Hogs The Log Royal Ghost Night Witch

Defense Synergies 0 9

Bats
The Log Mega Knight
Archers
The Log Mega Knight
Elixir Golem
Royal Hogs
The Log
Bats Archers Royal Ghost Night Witch Mega Knight
Royal Ghost
The Log Mega Knight
Night Witch
The Log Mega Knight
Mega Knight
Bats Archers The Log Royal Ghost Night Witch

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.

The Log
Bats The Log Night Witch Mega Knight
Mega Knight Bats Archers Night Witch
Night Witch Bats Mega Knight
The Log Mega Knight
The Log Bats Archers Royal Ghost Night Witch Mega Knight
Bats Archers Night Witch
The Log Mega Knight
Night Witch
Archers Royal Ghost Night Witch Mega Knight
Bats Archers The Log Royal Ghost Night Witch Mega Knight
Bats Archers Night Witch
Night Witch Mega Knight Bats The Log
Mega Knight Bats The Log Royal Ghost Night Witch
Mega Knight
The Log Mega Knight
Mega Knight Bats Night Witch
Mega Knight Bats Archers The Log Royal Ghost Night Witch
The Log Bats Archers Royal Ghost Mega Knight
Royal Ghost Mega Knight Bats Archers The Log Night Witch

Counters to secondary win conditions

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

Mega Knight Archers Royal Ghost
Archers The Log Royal Ghost Mega Knight
Mega Knight Bats The Log
Mega Knight Bats The Log Night Witch
Night Witch Mega Knight
Bats Archers
Bats Archers Night Witch
Mega Knight
Mega Knight Bats The Log
Mega Knight Bats
Mega Knight The Log
Mega Knight Night Witch
Archers Mega Knight
Bats Archers The Log Night Witch
Bats Mega Knight Archers The Log Royal Ghost

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 Royal Ghost
The Log Royal Ghost
The Log
The Log
The Log Mega Knight
Bats
Archers The Log
The Log
The Log
Bats Night Witch
The Log
Archers
The Log
The Log
The Log
The Log Mega Knight
Bats Night Witch
Archers The Log Mega Knight
The Log Mega Knight
The Log Night Witch Mega Knight
The Log
The Log
The Log Mega Knight
The Log Royal Ghost
The Log Mega Knight
The Log
Bats Archers Night Witch
Bats
Night Witch
The Log Night Witch Mega Knight
Mega Knight
The Log
Bats Archers Night Witch
Archers
The Log
Mega Knight
The Log
Mega Knight
Bats The Log
Bats
The Log Royal Ghost Mega Knight
Mega Knight

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