My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Inferno Dragon Night Witch

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 Royal Ghost Inferno Dragon Night Witch Mega Knight

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.

Arrows The Log

Punishments

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

Royal Ghost 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.

Knight Royal Ghost 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 Ghost

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 Inferno Dragon Night Witch
Giant Snowball
Guards Inferno Dragon Night Witch
Zap
Guards Inferno Dragon Night Witch
Barbarian Barrel
Knight Guards Royal Ghost Night Witch
The Log
Guards
Earthquake
Guards
Arrows
Guards Night Witch
Royal Delivery
Knight Guards Royal Ghost Inferno Dragon Night Witch
Fireball
Inferno Dragon Night Witch
Poison
Guards Night Witch
Lightning
Knight Inferno Dragon Night Witch
Rocket
Inferno Dragon Night Witch

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 Royal Ghost 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 Guards Royal Ghost Inferno Dragon Night Witch 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.

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 Guards Royal Ghost Inferno Dragon Night Witch Mega Knight

Shortest cycle

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

11 The Log Arrows Knight Guards

Attack Synergies 1 9

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 Night Witch Mega Knight
Knight
Arrows The Log Night Witch
Guards
The Log
The Log
Knight Guards Mega Knight
Royal Ghost
Mega Knight
Inferno Dragon
Mega Knight
Night Witch
Arrows Knight Mega Knight
Mega Knight
Inferno Dragon Arrows The Log Royal Ghost Night Witch

Defense Synergies 1 11

Arrows
Mega Knight Knight
Knight
Arrows The Log Night Witch
Guards
The Log
The Log
Knight Guards Royal Ghost Inferno Dragon Night Witch Mega Knight
Royal Ghost
The Log Mega Knight
Inferno Dragon
The Log Mega Knight
Night Witch
Knight The Log Mega Knight
Mega Knight
Arrows The Log Royal Ghost Inferno Dragon Night Witch

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
Inferno Dragon Knight The Log Night Witch Mega Knight
Mega Knight Knight Inferno Dragon Night Witch
Inferno Dragon Night Witch Knight Guards Mega Knight
Arrows The Log Mega Knight
Arrows The Log Guards Royal Ghost Night Witch Mega Knight
Inferno Dragon Arrows Night Witch
Arrows The Log Mega Knight
Inferno Dragon Night Witch
Knight Guards Royal Ghost Night Witch Mega Knight
Guards Arrows Knight The Log Royal Ghost Night Witch Mega Knight
Arrows Inferno Dragon Night Witch
Night Witch Mega Knight Knight Guards The Log
Mega Knight Arrows Guards The Log Royal Ghost Night Witch
Inferno Dragon Knight Mega Knight
The Log Inferno Dragon Mega Knight
Mega Knight Arrows Knight Night Witch
Arrows Mega Knight Knight Guards The Log Royal Ghost Night Witch
Arrows The Log Knight Guards Royal Ghost Inferno Dragon Mega Knight
Inferno Dragon
Royal Ghost Mega Knight Arrows Knight Guards The Log Night Witch

Counters to secondary win conditions

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

Knight Guards Mega Knight Royal Ghost
Arrows Knight The Log Royal Ghost Inferno Dragon Mega Knight
Guards Mega Knight Knight The Log
Guards Mega Knight Knight The Log Night Witch
Knight Guards Inferno Dragon Night Witch Mega Knight
Arrows
Guards Knight Night Witch
Mega Knight Knight Inferno Dragon
Mega Knight Knight The Log Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Mega Knight Knight Guards
Mega Knight Arrows Guards The Log
Mega Knight Knight Guards Night Witch
Mega Knight
Guards Knight The Log Inferno Dragon Night Witch
Arrows Mega Knight The Log Royal Ghost 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 Guards The Log Royal Ghost
Arrows The Log Royal Ghost
Arrows The Log
Arrows Knight Guards The Log
Arrows The Log Mega Knight
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Guards Night Witch
Arrows Knight The Log
Arrows
Knight The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log Mega Knight
Arrows
Night Witch
Arrows The Log Mega Knight
Arrows The Log Mega Knight
The Log Night Witch Mega Knight
Arrows
The Log
Arrows The Log
Arrows The Log Mega Knight
Inferno Dragon
Arrows The Log Royal Ghost
Arrows The Log Mega Knight
Arrows The Log
Arrows Night Witch
Guards
Night Witch
Arrows The Log Night Witch Mega Knight
Arrows
Mega Knight
Arrows The Log
Guards Night Witch
Arrows
Arrows The Log
Knight Mega Knight
Arrows The Log
Arrows
Mega Knight
Guards The Log
The Log Royal Ghost Mega Knight
Inferno Dragon
Mega Knight

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