My Best Clash Royale Deck

Deck Check Rating

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

3 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high 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 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.

Missing

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 Elixir Golem Cannon Cart Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Earthquake Tornado The Log

Punishments

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

Elixir Golem Cannon Cart Mega Knight

Pump responses

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

Earthquake

Dropped at the bridge

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

Knight Elixir Golem Cannon Cart 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
Elixir Golem Cannon Cart
Giant Snowball
Zap
Cannon Cart
Barbarian Barrel
Knight Elixir Golem Cannon Cart
The Log
Elixir Golem Cannon Cart
Earthquake
Elixir Golem
Arrows
Royal Delivery
Knight Elixir Golem Cannon Cart
Fireball
Elixir Golem Cannon Cart
Poison
Elixir Golem
Lightning
Knight Cannon Cart
Rocket
Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Earthquake Tornado 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.

Arrows Knight Elixir Golem Tornado 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.

Mediocre

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 Earthquake Elixir Golem Tornado Cannon Cart Mega Knight

Shortest cycle

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

11 The Log Arrows Knight Earthquake

Attack Synergies 2 17

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 Earthquake Elixir Golem Cannon Cart Mega Knight
Knight
Arrows Earthquake Cannon Cart The Log
Earthquake
Elixir Golem Arrows Knight Tornado The Log Mega Knight
Elixir Golem
Earthquake Arrows Tornado The Log
Tornado
Earthquake Elixir Golem Cannon Cart The Log Mega Knight
Cannon Cart
The Log Arrows Knight Tornado
The Log
Cannon Cart Knight Earthquake Elixir Golem Tornado Mega Knight
Mega Knight
Arrows Earthquake Tornado The Log

Defense Synergies 1 14

Arrows
Mega Knight Knight Tornado Cannon Cart
Knight
Arrows Earthquake Tornado Cannon Cart The Log
Earthquake
Knight Tornado The Log Mega Knight
Elixir Golem
Tornado
Arrows Knight Earthquake Cannon Cart The Log Mega Knight
Cannon Cart
Arrows Knight Tornado
The Log
Knight Earthquake Tornado Mega Knight
Mega Knight
Arrows Earthquake Tornado 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.

Earthquake Cannon Cart Knight The Log
Knight Cannon Cart The Log Mega Knight
Tornado Mega Knight Knight Cannon Cart
Knight Cannon Cart Mega Knight
Arrows Earthquake Tornado The Log Mega Knight
Arrows Tornado The Log Earthquake Cannon Cart Mega Knight
Tornado Arrows
Earthquake Arrows Cannon Cart The Log Mega Knight
Tornado
Knight Tornado Cannon Cart Mega Knight
Arrows Knight Earthquake Tornado Cannon Cart The Log Mega Knight
Arrows Tornado
Mega Knight Knight Earthquake Cannon Cart The Log
Mega Knight Arrows Earthquake Tornado Cannon Cart The Log
Knight Cannon Cart Mega Knight
Tornado The Log Mega Knight
Mega Knight Arrows Knight Tornado Cannon Cart
Arrows Mega Knight Knight Tornado Cannon Cart The Log
Arrows Earthquake Tornado The Log Knight Cannon Cart Mega Knight
Tornado Cannon Cart
Mega Knight Arrows Knight Earthquake Cannon Cart The Log

Counters to secondary win conditions

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

Knight Mega Knight Cannon Cart
Arrows Knight Cannon Cart The Log Mega Knight
Mega Knight Knight Cannon Cart The Log
Mega Knight Knight Tornado Cannon Cart The Log
Knight Cannon Cart Mega Knight
Arrows Tornado
Knight Cannon Cart
Mega Knight Knight Cannon Cart
Mega Knight Knight Tornado Cannon Cart The Log
Mega Knight Knight Cannon Cart
Mega Knight Arrows Tornado The Log
Cannon Cart Mega Knight Knight
Cannon Cart Mega Knight
Knight Tornado Cannon Cart The Log
Arrows Mega Knight Earthquake Cannon Cart The Log
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.)

Earthquake Arrows Knight The Log
Arrows Tornado The Log
Earthquake Arrows Cannon Cart The Log
Earthquake Cannon Cart Arrows Knight The Log
Arrows Earthquake The Log Mega Knight
Arrows Tornado
Arrows Earthquake Tornado The Log
Arrows Earthquake The Log Tornado
Arrows The Log Tornado
Tornado
Arrows Knight Earthquake Tornado Cannon Cart The Log
Arrows Tornado
Earthquake Knight Cannon Cart The Log
Earthquake Arrows Cannon Cart
Earthquake Arrows Cannon Cart The Log
Earthquake Arrows Cannon Cart The Log
Earthquake Arrows Cannon Cart The Log Mega Knight
Arrows Earthquake Tornado
Arrows Earthquake The Log Mega Knight
Arrows Earthquake Tornado The Log Mega Knight
Earthquake The Log Mega Knight
Arrows Tornado
Tornado The Log
Earthquake Arrows Cannon Cart The Log
Arrows Earthquake Tornado The Log Mega Knight
Arrows The Log Earthquake Tornado
Arrows Tornado The Log Mega Knight
Arrows Tornado The Log
Arrows Tornado
Arrows Earthquake The Log Mega Knight
Arrows
Mega Knight
Arrows Earthquake The Log
Earthquake Cannon Cart
Arrows Tornado
Arrows The Log
Knight Cannon Cart Mega Knight
Arrows The Log Earthquake
Arrows Tornado
Cannon Cart Mega Knight
Tornado The Log
Tornado
Tornado Cannon Cart The Log Mega Knight
Cannon Cart
Mega Knight

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