My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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.

Minions Princess

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.

Electro Giant Princess Mega Knight

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows Tornado The Log

Punishments

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

Princess 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.

Electro Giant Princess 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
Minions Guards
Giant Snowball
Minions Guards Princess
Zap
Minions Guards Princess
Barbarian Barrel
Guards Princess
The Log
Guards Princess
Earthquake
Guards
Arrows
Minions Guards Princess
Royal Delivery
Minions Guards Princess
Fireball
Minions Princess
Poison
Minions Guards Princess
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Electro Giant Princess

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Electro Giant The Log Princess 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.

Arrows Guards Tornado Electro Giant Princess 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.

Princess

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

The Log Arrows Minions Guards Tornado Princess Electro Giant Mega Knight

Shortest cycle

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

11 The Log Arrows Minions Guards

Attack Synergies 2 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.

Arrows
Mega Knight
Minions
Mega Knight
Guards
The Log
Tornado
Electro Giant The Log Princess Mega Knight
Electro Giant
Tornado
The Log
Guards Tornado Princess Mega Knight
Princess
Tornado The Log Mega Knight
Mega Knight
Minions Arrows Tornado The Log Princess

Defense Synergies 1 12

Arrows
Mega Knight Tornado
Minions
The Log Mega Knight
Guards
The Log Princess
Tornado
Arrows Electro Giant The Log Princess Mega Knight
Electro Giant
Tornado
The Log
Minions Guards Tornado Princess Mega Knight
Princess
Guards Tornado The Log Mega Knight
Mega Knight
Arrows Minions Tornado The Log Princess

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
Minions The Log Mega Knight
Tornado Mega Knight Minions
Minions Guards Mega Knight
Arrows Tornado The Log Princess Mega Knight
Arrows Tornado The Log Minions Guards Mega Knight
Minions Tornado Arrows Princess
Arrows Electro Giant The Log Mega Knight
Minions Tornado Princess
Guards Tornado Mega Knight
Minions Guards Arrows Tornado Electro Giant The Log Princess Mega Knight
Arrows Minions Tornado Princess
Mega Knight Minions Guards The Log
Mega Knight Arrows Minions Guards Tornado The Log Princess
Mega Knight
Tornado Electro Giant The Log Mega Knight
Mega Knight Arrows Minions Tornado
Arrows Mega Knight Minions Guards Tornado The Log
Arrows Tornado The Log Minions Guards Princess Mega Knight
Tornado
Mega Knight Arrows Minions Guards Electro Giant The Log

Counters to secondary win conditions

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

Guards Mega Knight Electro Giant
Arrows The Log Mega Knight
Guards Mega Knight Minions The Log
Guards Mega Knight Tornado The Log
Guards Mega Knight
Arrows Electro Giant Minions Tornado Princess
Guards Minions
Mega Knight
Mega Knight Minions Tornado The Log
Guards
Mega Knight Minions Guards
Mega Knight Arrows Guards Tornado Electro Giant The Log
Mega Knight Guards
Electro Giant Princess Mega Knight
Guards Electro Giant Minions Tornado The Log
Arrows Minions Mega Knight Electro Giant The Log Princess

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.)

Princess Arrows Guards The Log
Arrows Tornado The Log Princess
Arrows The Log
Arrows Guards The Log
Arrows The Log Mega Knight
Arrows Electro Giant Minions Tornado Princess
Arrows Tornado The Log Princess
Arrows The Log Tornado Princess
Arrows The Log Tornado
Minions Guards Tornado
Arrows Tornado The Log Princess
Arrows Tornado Princess
The Log Princess
Arrows Minions Princess
Princess Arrows The Log
Arrows The Log Princess
Arrows The Log Princess Mega Knight
Arrows Tornado
Minions
Arrows The Log Princess Mega Knight
Arrows Tornado Electro Giant The Log Princess Mega Knight
Minions The Log Mega Knight
Arrows Tornado Princess
Tornado The Log
Arrows The Log
Arrows Tornado Electro Giant The Log Princess Mega Knight
Arrows The Log Tornado Princess
Arrows Tornado The Log Princess Mega Knight
Arrows Tornado The Log
Arrows Tornado Electro Giant Princess
Minions Guards Electro Giant
Arrows The Log Mega Knight
Arrows Princess
Mega Knight
Arrows The Log Princess
Minions Guards Princess
Arrows Tornado Princess
Arrows The Log
Princess Mega Knight
Arrows The Log Princess
Arrows Tornado Electro Giant
Mega Knight
Electro Giant Minions Guards Tornado The Log Princess
Tornado Princess
Tornado Electro Giant The Log Princess Mega Knight

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