My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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

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 Giant Goblinstein

Offensive cards

Win conditions

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

Royal Giant

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 Giant

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 Barbarians Royal Giant

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 Royal Giant Guards
Giant Snowball
Minions Barbarians Guards
Zap
Minions Royal Giant Guards
Barbarian Barrel
Knight Barbarians Guards
The Log
Barbarians Royal Giant Guards
Earthquake
Barbarians Guards
Arrows
Minions Guards
Royal Delivery
Knight Minions Barbarians Guards
Fireball
Minions Barbarians
Poison
Minions Barbarians Guards
Lightning
Knight Goblinstein
Rocket
Barbarians

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

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

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.

Royal Giant

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 Barbarians

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.

Good

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 Minions Guards Barbarians Goblinstein Royal Giant

Shortest cycle

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

11 The Log Arrows Knight Minions

Attack Synergies 3 5

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
Royal Giant Knight
Knight
Minions Arrows The Log
Minions
Knight Royal Giant
Barbarians
Royal Giant
Arrows Minions Guards The Log
Guards
Royal Giant The Log
The Log
Knight Royal Giant Guards
Goblinstein

Defense Synergies 1 5

Arrows
Knight Barbarians
Knight
Minions Arrows The Log
Minions
Knight The Log
Barbarians
Arrows
Royal Giant
Guards
The Log
The Log
Knight Minions Guards
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 Minions The Log
Barbarians Knight Minions The Log
Barbarians Knight Minions
Barbarians Knight Minions Guards
Arrows Barbarians The Log
Arrows The Log Minions Guards
Minions Arrows
Arrows Barbarians The Log
Barbarians Minions
Knight Guards Barbarians
Minions Barbarians Guards Arrows Knight The Log
Arrows Minions
Barbarians Knight Minions Guards The Log
Arrows Minions Barbarians Guards The Log
Barbarians Knight
Barbarians The Log
Barbarians Arrows Knight Minions
Arrows Knight Minions Barbarians Guards The Log
Arrows The Log Knight Minions Barbarians Guards
Barbarians
Arrows Knight Minions Barbarians Guards The Log

Counters to secondary win conditions

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

Knight Barbarians Guards
Arrows Knight The Log
Barbarians Guards Knight Minions The Log
Guards Knight Barbarians The Log
Barbarians Knight Guards
Arrows Minions
Guards Knight Minions Barbarians
Knight Barbarians
Knight Minions Barbarians The Log
Barbarians Guards
Knight Minions Barbarians Guards
Arrows Barbarians Guards The Log
Barbarians Knight Guards
Barbarians
Barbarians Guards Knight Minions The Log
Arrows Minions Barbarians 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.)

Arrows Knight Guards The Log
Arrows The Log
Arrows The Log
Arrows Knight Barbarians Guards The Log
Arrows The Log
Arrows Minions
Arrows The Log
Arrows The Log
Arrows The Log
Minions Guards
Arrows Knight The Log
Arrows
Knight The Log
Arrows Minions
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Minions
Arrows The Log
Arrows The Log
Minions The Log
Arrows
The Log
Arrows Barbarians The Log
Arrows The Log
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Minions Guards
Arrows The Log
Arrows
Arrows The Log
Minions Barbarians Guards
Arrows
Arrows The Log
Knight
Arrows The Log
Arrows
Minions Guards The Log
The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: