My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Good
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 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!
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.

Bats Firecracker

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.

Bats Firecracker Royal Giant Mega Knight

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 Tornado The Log

Punishments

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

Royal Giant 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.

Royal Giant 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.

Firecracker

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
Bats Royal Giant
Giant Snowball
Bats
Zap
Bats Firecracker Royal Giant
Barbarian Barrel
Firecracker
The Log
Firecracker Royal Giant
Earthquake
Firecracker
Arrows
Bats Firecracker
Royal Delivery
Bats Firecracker
Fireball
Firecracker
Poison
Bats Firecracker
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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.

Bats Arrows Tornado 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.

Royal Giant

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.

Mirror Bats The Log Arrows Firecracker Tornado Royal Giant Mega Knight

Shortest cycle

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

7 Mirror Bats The Log Arrows

Attack Synergies 6 12

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.

Bats
Royal Giant Mega Knight Firecracker
Arrows
Royal Giant Mirror Mega Knight
Firecracker
Royal Giant Bats Mirror Tornado Mega Knight
Royal Giant
Bats Arrows Firecracker Mirror Tornado The Log
Mirror
Arrows The Log Firecracker Royal Giant Tornado
Tornado
Firecracker Royal Giant Mirror The Log Mega Knight
The Log
Mirror Royal Giant Tornado Mega Knight
Mega Knight
Bats Arrows Firecracker Tornado The Log

Defense Synergies 4 12

Bats
Firecracker The Log Mega Knight
Arrows
Mirror Mega Knight Tornado
Firecracker
The Log Bats Mirror Tornado Mega Knight
Royal Giant
Mirror
Arrows Tornado Firecracker The Log Mega Knight
Tornado
Mirror Arrows Firecracker The Log Mega Knight
The Log
Firecracker Bats Mirror Tornado Mega Knight
Mega Knight
Arrows Bats Firecracker Mirror 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.

Firecracker The Log
Bats Firecracker The Log Mega Knight
Tornado Mega Knight Bats
Bats Firecracker Mega Knight
Arrows Firecracker Tornado The Log Mega Knight
Arrows Tornado The Log Bats Firecracker Mega Knight
Bats Tornado Arrows Firecracker
Arrows The Log Mega Knight
Tornado
Tornado Firecracker Mega Knight
Bats Arrows Firecracker Tornado The Log Mega Knight
Arrows Bats Firecracker Tornado
Mega Knight Bats The Log
Mega Knight Bats Arrows Firecracker Tornado The Log
Mega Knight
Tornado The Log Mega Knight
Mega Knight Bats Arrows Firecracker Tornado
Arrows Mega Knight Bats Firecracker Tornado The Log
Arrows Tornado The Log Bats Firecracker Mega Knight
Tornado
Mega Knight Bats Arrows Firecracker The Log

Counters to secondary win conditions

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

Mega Knight
Arrows Firecracker The Log Mega Knight
Mega Knight Bats The Log
Mega Knight Bats Tornado The Log
Mega Knight
Arrows Firecracker Bats Tornado
Bats
Mega Knight
Mega Knight Bats Firecracker Tornado The Log
Mega Knight Bats
Mega Knight Arrows Tornado The Log
Mega Knight
Firecracker Mega Knight
Bats Firecracker Tornado The Log
Bats Arrows Mega Knight Firecracker 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 Firecracker The Log
Arrows Firecracker Tornado The Log
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker The Log Mega Knight
Arrows Firecracker Bats Tornado
Arrows Firecracker Tornado The Log
Arrows The Log Firecracker Tornado
Arrows The Log Firecracker Tornado
Bats Tornado
Firecracker Arrows Tornado The Log
Arrows Firecracker Tornado
Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker The Log Mega Knight
Arrows Tornado
Bats
Arrows Firecracker The Log Mega Knight
Arrows Firecracker Tornado The Log Mega Knight
The Log Mega Knight
Arrows Tornado
Tornado The Log
Arrows The Log
Arrows Firecracker Tornado The Log Mega Knight
Arrows Firecracker The Log Tornado
Arrows Tornado The Log Mega Knight
Arrows Firecracker Tornado The Log
Bats Arrows Firecracker Tornado
Bats Firecracker
Arrows The Log Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker The Log
Bats
Arrows Firecracker Tornado
Arrows The Log
Firecracker Mega Knight
Arrows The Log Firecracker
Arrows Tornado
Firecracker Mega Knight
Bats Firecracker Tornado The Log
Firecracker Bats Tornado
Firecracker Tornado The Log Mega Knight
Firecracker Mega Knight

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