My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 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 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.

Missing

Investments

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

Knight Inferno Dragon Mega Knight Goblinstein

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight 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.

Goblin Barrel

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

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

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 Knight 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.

Goblin Barrel Skeleton Army

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.

Goblin Barrel

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 Knight Goblin Barrel Skeleton Army Inferno Dragon Goblinstein Mega Knight

Shortest cycle

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

11 The Log Arrows Knight Goblin Barrel

Attack Synergies 2 7

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
Knight Goblin Barrel Mega Knight
Knight
Goblin Barrel Arrows The Log
Goblin Barrel
Knight Arrows Skeleton Army Mega Knight
Skeleton Army
Goblin Barrel
The Log
Knight Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Arrows Goblin Barrel The Log
Goblinstein

Defense Synergies 1 8

Arrows
Mega Knight Knight
Knight
Arrows Skeleton Army The Log
Goblin Barrel
Skeleton Army
Knight The Log Inferno Dragon
The Log
Knight Skeleton Army Inferno Dragon Mega Knight
Inferno Dragon
Skeleton Army The Log Mega Knight
Mega Knight
Arrows 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.

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

Counters to secondary win conditions

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

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

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