My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
RIP

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Tesla Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Tesla Electro Wizard Mega Knight Goblinstein

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball The Log

Punishments

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

Royal Hogs Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Hogs 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 Hogs Electro Wizard

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 Hogs
Giant Snowball
Bats Royal Hogs
Zap
Bats Royal Hogs
Barbarian Barrel
Tesla Royal Hogs Electro Wizard
The Log
Royal Hogs
Earthquake
Tesla Royal Hogs
Arrows
Bats Royal Hogs
Royal Delivery
Bats Royal Hogs Electro Wizard
Fireball
Tesla Royal Hogs Electro Wizard
Poison
Bats Royal Hogs Electro Wizard
Lightning
Tesla Electro Wizard Goblinstein
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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 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.

Fireball

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.

Fireball Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats The Log Tesla Fireball Electro Wizard Royal Hogs Goblinstein Mega Knight

Shortest cycle

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

12 Bats The Log Tesla Fireball

Attack Synergies 1 10

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
Mega Knight Royal Hogs
Tesla
Fireball
Royal Hogs The Log Electro Wizard Mega Knight
Royal Hogs
Bats Fireball The Log Electro Wizard Mega Knight
The Log
Fireball Royal Hogs Mega Knight
Electro Wizard
Fireball Royal Hogs Mega Knight
Mega Knight
Bats Fireball Royal Hogs The Log Electro Wizard
Goblinstein

Defense Synergies 2 11

Bats
Tesla The Log Electro Wizard Mega Knight
Tesla
The Log Bats Fireball Electro Wizard
Fireball
The Log Tesla Electro Wizard Mega Knight
Royal Hogs
The Log
Tesla Fireball Bats Electro Wizard Mega Knight
Electro Wizard
Bats Tesla Fireball The Log Mega Knight
Mega Knight
Bats Fireball The Log Electro Wizard
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.

Tesla Fireball The Log Electro Wizard
Bats Tesla The Log Electro Wizard Mega Knight
Tesla Mega Knight Bats Electro Wizard
Tesla Bats Electro Wizard Mega Knight
Fireball The Log Mega Knight
Fireball The Log Bats Tesla Electro Wizard Mega Knight
Bats Tesla Electro Wizard Fireball
Tesla Fireball The Log Electro Wizard Mega Knight
Tesla
Tesla Electro Wizard Mega Knight
Bats Electro Wizard Tesla Fireball The Log Mega Knight
Tesla Bats Fireball Electro Wizard
Tesla Mega Knight Bats Fireball The Log Electro Wizard
Fireball Mega Knight Bats Tesla The Log Electro Wizard
Tesla Electro Wizard Mega Knight
Tesla Fireball The Log Electro Wizard Mega Knight
Tesla Mega Knight Bats Fireball Electro Wizard
Tesla Fireball Mega Knight Bats The Log Electro Wizard
The Log Bats Tesla Fireball Electro Wizard Mega Knight
Tesla Electro Wizard
Mega Knight Bats Tesla Fireball The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight Tesla Fireball Electro Wizard
Fireball Electro Wizard Tesla The Log Mega Knight
Mega Knight Bats The Log Electro Wizard
Mega Knight Bats Tesla Fireball The Log Electro Wizard
Tesla Mega Knight
Fireball Bats Tesla Electro Wizard
Bats Tesla Fireball Electro Wizard
Mega Knight Tesla
Electro Wizard Mega Knight Bats Fireball The Log
Tesla
Mega Knight Bats Tesla
Mega Knight Fireball The Log Electro Wizard
Mega Knight Tesla Fireball
Tesla Fireball Mega Knight
Tesla Electro Wizard Bats Fireball The Log
Bats Mega Knight Tesla Fireball The Log Electro Wizard
Fireball Electro Wizard

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.)

Fireball The Log
Fireball The Log Electro Wizard
Fireball The Log
Fireball The Log
Fireball The Log Mega Knight
Fireball Bats
The Log
Fireball The Log
Fireball The Log
Bats Fireball Electro Wizard
Fireball The Log Electro Wizard
Fireball
Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log Mega Knight
Fireball
Bats
Fireball The Log Electro Wizard Mega Knight
Fireball The Log Mega Knight
Fireball The Log Mega Knight
Fireball
The Log
Fireball The Log
The Log Fireball Mega Knight
Fireball The Log Electro Wizard
Fireball The Log Mega Knight
Fireball The Log
Bats Fireball Electro Wizard
Electro Wizard Bats Fireball
Fireball
Fireball The Log Mega Knight
Fireball Electro Wizard
Mega Knight
Fireball The Log
Electro Wizard Bats Fireball
Fireball Electro Wizard
The Log Fireball
Fireball Electro Wizard Mega Knight
The Log Fireball
Fireball
Mega Knight
Bats Fireball The Log Electro Wizard
Bats Fireball Electro Wizard
Fireball The Log Electro Wizard Mega Knight
Fireball Mega Knight

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