My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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 Inferno Dragon Ram Rider

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.

Skeletons Bats Inferno Dragon Ram Rider Mega Knight

Offensive cards

Win conditions

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

Hog Rider Ram Rider

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.

Hog Rider Ram Rider 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.

Hog Rider Ram Rider 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.

Hog Rider Ram Rider

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
Skeletons Bats Hog Rider Inferno Dragon Ram Rider
Giant Snowball
Skeletons Bats Hog Rider Inferno Dragon Ram Rider
Zap
Skeletons Bats Inferno Dragon Ram Rider
Barbarian Barrel
Skeletons
The Log
Skeletons Hog Rider Ram Rider
Earthquake
Skeletons Hog Rider
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Hog Rider Inferno Dragon Ram Rider
Fireball
Hog Rider Inferno Dragon Ram Rider
Poison
Bats
Lightning
Inferno Dragon Ram Rider
Rocket
Hog Rider Inferno Dragon Ram Rider

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

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 Arrows Inferno Dragon 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.

Skeletons Bats The Log Arrows Hog Rider Inferno Dragon Ram Rider Mega Knight

Shortest cycle

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

8 Skeletons Bats The Log Arrows

Attack Synergies 5 8

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.

Skeletons
Bats
Hog Rider Mega Knight Inferno Dragon Ram Rider
Arrows
Hog Rider Ram Rider Mega Knight
Hog Rider
Bats Arrows The Log Mega Knight
The Log
Hog Rider Ram Rider Mega Knight
Inferno Dragon
Mega Knight Bats
Ram Rider
Bats Arrows The Log Mega Knight
Mega Knight
Bats Inferno Dragon Arrows Hog Rider The Log Ram Rider

Defense Synergies 1 11

Skeletons
Bats The Log Inferno Dragon Ram Rider
Bats
Skeletons The Log Inferno Dragon Mega Knight
Arrows
Mega Knight
Hog Rider
The Log
Skeletons Bats Inferno Dragon Ram Rider Mega Knight
Inferno Dragon
Skeletons Bats The Log Mega Knight
Ram Rider
Skeletons The Log
Mega Knight
Arrows Bats The Log Inferno Dragon

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 Ram Rider
Inferno Dragon Skeletons Bats The Log Ram Rider Mega Knight
Ram Rider Mega Knight Skeletons Bats Inferno Dragon
Inferno Dragon Skeletons Bats Ram Rider Mega Knight
Arrows The Log Mega Knight
Arrows The Log Skeletons Bats Mega Knight
Bats Inferno Dragon Ram Rider Arrows
Arrows The Log Ram Rider Mega Knight
Inferno Dragon Skeletons
Skeletons Mega Knight
Bats Skeletons Arrows The Log Ram Rider Mega Knight
Arrows Inferno Dragon Bats Ram Rider
Mega Knight Skeletons Bats The Log Ram Rider
Mega Knight Bats Arrows The Log
Inferno Dragon Ram Rider Mega Knight
The Log Inferno Dragon Ram Rider Mega Knight
Mega Knight Skeletons Bats Arrows
Arrows Mega Knight Bats The Log Ram Rider
Arrows The Log Bats Inferno Dragon Ram Rider Mega Knight
Inferno Dragon Ram Rider
Mega Knight Bats Arrows The Log

Counters to secondary win conditions

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

Mega Knight Skeletons
Arrows The Log Inferno Dragon Mega Knight
Mega Knight Skeletons Bats The Log Ram Rider
Mega Knight Bats The Log Ram Rider
Skeletons Inferno Dragon Ram Rider Mega Knight
Arrows Skeletons Bats Ram Rider
Skeletons Bats Ram Rider
Mega Knight Inferno Dragon
Mega Knight Skeletons Bats The Log Inferno Dragon
Skeletons Inferno Dragon
Inferno Dragon Mega Knight Bats
Mega Knight Arrows The Log
Mega Knight Skeletons Ram Rider
Mega Knight
Skeletons Bats The Log Inferno Dragon
Bats Arrows Mega Knight The Log Inferno Dragon
Arrows

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 Ram Rider
Arrows The Log
Arrows The Log
Arrows The Log Mega Knight
Arrows Bats Ram Rider
Arrows The Log
Arrows The Log Ram Rider
Arrows The Log Ram Rider
Bats
Arrows The Log Ram Rider
Arrows
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log Mega Knight
Arrows
Bats
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 Ram Rider
Arrows The Log Ram Rider Mega Knight
Arrows The Log
Bats Arrows
Bats
Arrows The Log Mega Knight
Arrows
Mega Knight
Arrows The Log
Bats
Arrows Ram Rider
Arrows The Log
Mega Knight
Arrows The Log
Arrows
Mega Knight
Bats The Log
Bats
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: