My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Zappies Hunter

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 Zappies Hunter Fisherman 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 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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Hunter 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 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.

Bats The Log Arrows Fisherman Zappies Hunter Royal Giant Mega Knight

Shortest cycle

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

10 Bats The Log Arrows Fisherman

Attack Synergies 6 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 Fisherman
Arrows
Royal Giant Mega Knight
Royal Giant
Bats Arrows Hunter Fisherman Zappies The Log
Zappies
Royal Giant Mega Knight
Hunter
Royal Giant Fisherman Mega Knight
The Log
Royal Giant Fisherman Mega Knight
Fisherman
Royal Giant Hunter Bats The Log Mega Knight
Mega Knight
Bats Arrows Zappies Hunter The Log Fisherman

Defense Synergies 2 13

Bats
Zappies Hunter The Log Fisherman Mega Knight
Arrows
Mega Knight
Royal Giant
Zappies
Bats The Log Fisherman Mega Knight
Hunter
Fisherman Bats The Log Mega Knight
The Log
Bats Zappies Hunter Fisherman Mega Knight
Fisherman
Hunter Bats Zappies The Log Mega Knight
Mega Knight
Arrows Bats Zappies Hunter The Log Fisherman

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.

Zappies The Log
Hunter Bats Zappies The Log Fisherman Mega Knight
Hunter Fisherman Mega Knight Bats Zappies
Hunter Bats Zappies Fisherman Mega Knight
Arrows The Log Mega Knight
Arrows The Log Bats Zappies Hunter Mega Knight
Bats Hunter Arrows Zappies
Arrows The Log Mega Knight
Zappies Hunter Fisherman
Zappies Hunter Fisherman Mega Knight
Bats Arrows Zappies Hunter The Log Fisherman Mega Knight
Arrows Hunter Bats Zappies
Hunter Mega Knight Bats Zappies The Log
Mega Knight Bats Arrows Zappies Hunter The Log
Zappies Hunter Mega Knight
Zappies Hunter The Log Fisherman Mega Knight
Mega Knight Bats Arrows Zappies Hunter Fisherman
Arrows Mega Knight Bats Zappies Hunter The Log Fisherman
Arrows Hunter The Log Bats Zappies Fisherman Mega Knight
Zappies Hunter Fisherman
Mega Knight Bats Arrows Zappies Hunter The Log Fisherman

Counters to secondary win conditions

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

Mega Knight Zappies Fisherman
Arrows Hunter The Log Fisherman Mega Knight
Zappies Mega Knight Bats Hunter The Log Fisherman
Hunter Mega Knight Bats Zappies The Log Fisherman
Zappies Hunter Fisherman Mega Knight
Arrows Bats Zappies Hunter
Bats Zappies Hunter
Mega Knight Zappies Hunter Fisherman
Mega Knight Bats Zappies The Log
Zappies
Mega Knight Bats Zappies Hunter
Mega Knight Arrows The Log
Mega Knight Zappies Hunter
Zappies Mega Knight
Zappies Bats Hunter The Log Fisherman
Bats Arrows Mega Knight Zappies Hunter 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 Fisherman
Arrows The Log
Arrows The Log
Arrows The Log Mega Knight
Arrows Bats Hunter
Arrows The Log
Arrows The Log Hunter
Arrows The Log Fisherman
Bats Fisherman
Arrows The Log Fisherman
Arrows
Hunter The Log Fisherman
Arrows Fisherman
Arrows The Log Fisherman
Arrows Hunter The Log
Arrows The Log Mega Knight
Arrows
Bats Fisherman
Arrows Hunter The Log Fisherman Mega Knight
Arrows The Log Mega Knight
The Log Mega Knight
Arrows
The Log Fisherman
Arrows The Log
Arrows The Log Hunter Mega Knight
Fisherman
Arrows The Log Hunter Fisherman
Arrows The Log Fisherman Mega Knight
Arrows The Log Fisherman
Bats Arrows Hunter
Bats Zappies
Arrows Hunter The Log Mega Knight
Arrows Zappies
Mega Knight
Arrows The Log
Bats Zappies
Arrows Zappies Hunter
Arrows The Log
Hunter Mega Knight
Arrows The Log
Arrows
Mega Knight
Bats Zappies The Log
Bats Zappies
The Log Mega Knight
Mega Knight

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