My Best Clash Royale Deck

Deck Check Rating

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

1 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 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.

Archers Minions Goblin Gang Ram Rider

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.

Archers Ram Rider Mega Knight

Offensive cards

Win conditions

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

Mortar Royal Hogs Ram Rider

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.

Goblin Gang Mortar Royal Hogs 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.

Goblin Gang Mortar Royal Hogs 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.

Royal Hogs 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
Archers Minions Goblin Gang Royal Hogs Ram Rider
Giant Snowball
Archers Minions Goblin Gang Royal Hogs Ram Rider
Zap
Archers Minions Goblin Gang Mortar Royal Hogs Ram Rider
Barbarian Barrel
Archers Goblin Gang Mortar Royal Hogs
The Log
Archers Goblin Gang Royal Hogs Ram Rider
Earthquake
Archers Goblin Gang Mortar Royal Hogs
Arrows
Archers Minions Goblin Gang Royal Hogs
Royal Delivery
Archers Minions Goblin Gang Royal Hogs Ram Rider
Fireball
Archers Minions Goblin Gang Mortar Royal Hogs Ram Rider
Poison
Archers Minions Goblin Gang Mortar Royal Hogs
Lightning
Mortar Ram Rider
Rocket
Mortar Royal Hogs Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Mortar 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.

Mega Knight

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 Goblin Gang

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Archers Minions Goblin Gang Mortar Royal Hogs Ram Rider Mega Knight

Shortest cycle

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

11 The Log Archers Minions Goblin Gang

Attack Synergies 1 16

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.

Archers
Mortar Royal Hogs Ram Rider Mega Knight
Minions
Mega Knight Mortar Royal Hogs Ram Rider
Goblin Gang
Mortar Royal Hogs
Mortar
Archers Minions Goblin Gang The Log Ram Rider
Royal Hogs
Archers Minions Goblin Gang The Log Mega Knight
The Log
Mortar Royal Hogs Ram Rider Mega Knight
Ram Rider
Archers Minions Mortar The Log Mega Knight
Mega Knight
Minions Archers Royal Hogs The Log Ram Rider

Defense Synergies 0 14

Archers
Minions Goblin Gang Mortar The Log Mega Knight
Minions
Archers Mortar The Log Ram Rider Mega Knight
Goblin Gang
Archers Mortar The Log
Mortar
Archers Minions Goblin Gang The Log
Royal Hogs
The Log
Archers Minions Goblin Gang Mortar Ram Rider Mega Knight
Ram Rider
Minions The Log
Mega Knight
Archers Minions 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.

Minions Mortar The Log Ram Rider
Minions Goblin Gang Mortar The Log Ram Rider Mega Knight
Goblin Gang Mortar Ram Rider Mega Knight Archers Minions
Minions Goblin Gang Mortar Ram Rider Mega Knight
The Log Mega Knight
Goblin Gang The Log Archers Minions Mega Knight
Minions Ram Rider Archers Goblin Gang Mortar
The Log Ram Rider Mega Knight
Minions Goblin Gang Mortar
Goblin Gang Archers Mega Knight
Archers Minions Goblin Gang The Log Ram Rider Mega Knight
Minions Archers Goblin Gang Ram Rider
Mortar Mega Knight Minions Goblin Gang The Log Ram Rider
Mega Knight Minions Goblin Gang Mortar The Log
Goblin Gang Mortar Ram Rider Mega Knight
Goblin Gang Mortar The Log Ram Rider Mega Knight
Mega Knight Minions Goblin Gang Mortar
Mortar Mega Knight Archers Minions Goblin Gang The Log Ram Rider
Mortar The Log Archers Minions Ram Rider Mega Knight
Mortar Ram Rider
Goblin Gang Mega Knight Archers Minions The Log

Counters to secondary win conditions

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

Goblin Gang Mega Knight Archers
Archers Goblin Gang Mortar The Log Mega Knight
Goblin Gang Mega Knight Minions The Log Ram Rider
Goblin Gang Mega Knight The Log Ram Rider
Goblin Gang Ram Rider Mega Knight
Archers Minions Goblin Gang Ram Rider
Goblin Gang Archers Minions Ram Rider
Mega Knight
Mega Knight Minions Mortar The Log
Goblin Gang
Mega Knight Minions
Mega Knight The Log
Mega Knight Goblin Gang Ram Rider
Archers Mega Knight
Goblin Gang Archers Minions Mortar The Log
Minions Mega Knight Archers The Log
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 The Log
Mortar The Log Ram Rider
The Log
The Log
Mortar The Log Mega Knight
Minions Ram Rider
Archers Mortar The Log
The Log Ram Rider
The Log Mortar Ram Rider
Minions Goblin Gang
Mortar The Log Ram Rider
Archers
Mortar The Log
Minions Mortar
Mortar The Log
Mortar The Log
Mortar The Log Mega Knight
Mortar
Minions
Archers Mortar The Log Mega Knight
Mortar The Log Mega Knight
Minions The Log Mega Knight
The Log
Mortar The Log
The Log Mortar Mega Knight
Mortar The Log Ram Rider
Mortar The Log Ram Rider Mega Knight
Mortar The Log
Archers
Minions
Mortar The Log Mega Knight
Mega Knight
The Log
Archers Minions Goblin Gang
Archers Ram Rider
The Log
Goblin Gang Mega Knight
The Log Mortar
Mega Knight
Minions Goblin Gang The Log
Mortar The Log Mega Knight

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