My Best Clash Royale Deck

Deck Check Rating

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

4 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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

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.

Bomb Tower

Investments

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

Inferno Dragon Mega Knight Goblinstein

Offensive cards

Win conditions

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

Missing

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.

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.

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
Guards Skeleton Army Inferno Dragon
Giant Snowball
Guards Skeleton Army Inferno Dragon
Zap
Guards Skeleton Army Inferno Dragon
Barbarian Barrel
Bomb Tower Guards Skeleton Army
The Log
Guards Skeleton Army
Earthquake
Bomb Tower Guards Skeleton Army
Arrows
Guards Skeleton Army
Royal Delivery
Guards Skeleton Army Inferno Dragon
Fireball
Bomb Tower Skeleton Army Inferno Dragon
Poison
Bomb Tower Guards Skeleton Army
Lightning
Bomb Tower Inferno Dragon Goblinstein
Rocket
Bomb Tower Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower 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.

Guards 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.

Mirror The Log Guards Skeleton Army Bomb Tower Inferno Dragon Goblinstein Mega Knight

Shortest cycle

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

8 Mirror The Log Guards 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.

Bomb Tower
Mirror
The Log Skeleton Army
Guards
The Log
Skeleton Army
Mirror
The Log
Mirror Guards Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon The Log
Goblinstein

Defense Synergies 2 12

Bomb Tower
The Log Mirror Skeleton Army
Mirror
Skeleton Army Bomb Tower The Log Inferno Dragon Mega Knight
Guards
Skeleton Army The Log
Skeleton Army
Mirror Bomb Tower Guards The Log Inferno Dragon
The Log
Bomb Tower Mirror Guards Skeleton Army Inferno Dragon Mega Knight
Inferno Dragon
Mirror Skeleton Army The Log Mega Knight
Mega Knight
Mirror 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.

The Log
Bomb Tower Skeleton Army Inferno Dragon The Log Mega Knight
Bomb Tower Skeleton Army Mega Knight Inferno Dragon
Bomb Tower Skeleton Army Inferno Dragon Guards Mega Knight
Bomb Tower Skeleton Army The Log Mega Knight
Skeleton Army The Log Bomb Tower Guards Mega Knight
Inferno Dragon Bomb Tower
Bomb Tower The Log Mega Knight
Inferno Dragon Bomb Tower Skeleton Army
Guards Skeleton Army Mega Knight
Guards Skeleton Army Bomb Tower The Log Mega Knight
Inferno Dragon
Bomb Tower Skeleton Army Mega Knight Guards The Log
Bomb Tower Skeleton Army Mega Knight Guards The Log
Skeleton Army Inferno Dragon Bomb Tower Mega Knight
Bomb Tower Skeleton Army The Log Inferno Dragon Mega Knight
Bomb Tower Mega Knight Skeleton Army
Bomb Tower Mega Knight Guards Skeleton Army The Log
Bomb Tower The Log Guards Inferno Dragon Mega Knight
Bomb Tower Inferno Dragon
Skeleton Army Mega Knight Bomb Tower Guards The Log
Bomb Tower Inferno Dragon

Counters to secondary win conditions

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

Guards Skeleton Army Mega Knight
Bomb Tower The Log Inferno Dragon Mega Knight
Guards Skeleton Army Mega Knight Bomb Tower The Log
Guards Skeleton Army Mega Knight The Log
Guards Skeleton Army Inferno Dragon Mega Knight
Bomb Tower
Guards Skeleton Army Bomb Tower
Mega Knight Bomb Tower Skeleton Army Inferno Dragon
Mega Knight Bomb Tower Skeleton Army The Log Inferno Dragon
Guards Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Bomb Tower Guards
Skeleton Army Mega Knight Guards The Log
Skeleton Army Mega Knight Bomb Tower Guards
Bomb Tower Skeleton Army Mega Knight
Guards Skeleton Army Bomb Tower The Log Inferno Dragon
Mega Knight Bomb Tower The Log Inferno Dragon
Bomb Tower

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.)

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

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