My Best Clash Royale Deck

Deck Check Rating

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

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 Wizard

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 Royal Giant Wizard 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 Rage 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 Heal Spirit 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
Bats Royal Giant
Giant Snowball
Bats
Zap
Bats Royal Giant
Barbarian Barrel
Heal Spirit Wizard
The Log
Royal Giant Heal Spirit
Earthquake
Arrows
Bats Heal Spirit
Royal Delivery
Bats Heal Spirit Wizard
Fireball
Wizard
Poison
Bats Wizard
Lightning
Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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.

Bats Arrows Heal Spirit Rage 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

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.

Heal Spirit Wizard

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.

Heal Spirit Bats Rage The Log Arrows Wizard Royal Giant Mega Knight

Shortest cycle

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

7 Heal Spirit Bats Rage The Log

Attack Synergies 4 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.

Bats
Royal Giant Mega Knight Rage
Arrows
Royal Giant Mega Knight
Royal Giant
Bats Arrows Heal Spirit Wizard The Log
Heal Spirit
Royal Giant Wizard Mega Knight
Wizard
Royal Giant Heal Spirit Rage Mega Knight
Rage
Bats Wizard
The Log
Royal Giant Mega Knight
Mega Knight
Bats Arrows Heal Spirit Wizard The Log

Defense Synergies 1 5

Bats
The Log Mega Knight
Arrows
Mega Knight
Royal Giant
Heal Spirit
Wizard
The Log Mega Knight
Rage
The Log
Bats Wizard Mega Knight
Mega Knight
Arrows Bats Wizard 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.

Wizard The Log
Bats The Log Mega Knight
Mega Knight Bats
Bats Mega Knight
Arrows The Log Mega Knight
Arrows The Log Bats Mega Knight
Bats Arrows Wizard
Arrows The Log Mega Knight
Mega Knight
Bats Arrows Wizard The Log Mega Knight
Arrows Bats Wizard
Mega Knight Bats Wizard The Log
Wizard Mega Knight Bats Arrows The Log
Mega Knight
The Log Mega Knight
Wizard Mega Knight Bats Arrows
Arrows Mega Knight Bats Wizard The Log
Arrows Wizard The Log Bats Mega Knight
Wizard Mega Knight Bats Arrows The Log

Counters to secondary win conditions

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

Mega Knight
Arrows Wizard The Log Mega Knight
Mega Knight Bats The Log
Mega Knight Bats The Log
Mega Knight
Arrows Wizard Bats
Bats
Mega Knight
Mega Knight Bats The Log
Mega Knight Bats
Mega Knight Arrows The Log
Mega Knight Wizard
Wizard Mega Knight
Bats The Log
Bats Arrows Mega Knight Wizard 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 The Log
Arrows The Log
Arrows The Log
Arrows The Log
Wizard Arrows The Log Mega Knight
Arrows Wizard Bats
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard
Bats
Arrows Wizard The Log
Arrows Wizard
The Log
Arrows
Arrows The Log
Arrows Wizard The Log
Arrows Wizard The Log Mega Knight
Arrows
Bats
Arrows Wizard The Log Mega Knight
Arrows Wizard The Log Mega Knight
The Log Mega Knight
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Wizard Mega Knight
Arrows The Log Wizard
Arrows Wizard The Log Mega Knight
Arrows The Log
Bats Arrows Wizard
Bats Wizard
Arrows Wizard The Log Mega Knight
Arrows
Mega Knight
Arrows Wizard The Log
Bats
Arrows Wizard
Arrows The Log
Wizard Mega Knight
Arrows The Log Wizard
Arrows
Mega Knight
Bats The Log
Bats
The Log Mega Knight
Wizard Mega Knight

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