My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding 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!
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.

Musketeer

Defensive buildings

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

Bomb Tower

Investments

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

Musketeer Battle Ram Goblin Demolisher Rune Giant Mega Knight

Offensive cards

Win conditions

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

Battle Ram Rune Giant

Damage spells

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

The Log

Punishments

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

Battle Ram 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.

Battle Ram Rune 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
Battle Ram Goblin Demolisher
Giant Snowball
Musketeer Battle Ram
Zap
Battle Ram
Barbarian Barrel
Musketeer Battle Ram Bomb Tower
The Log
Musketeer Battle Ram Goblin Demolisher
Earthquake
Bomb Tower
Arrows
Royal Delivery
Musketeer Battle Ram Goblin Demolisher
Fireball
Musketeer Battle Ram Bomb Tower
Poison
Musketeer Bomb Tower
Lightning
Musketeer Battle Ram Bomb Tower
Rocket
Musketeer Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Goblin Demolisher 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.

Battle Ram Goblin Demolisher Rune Giant Mega Knight

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.

Musketeer

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.

Berserker The Log Musketeer Battle Ram Bomb Tower Goblin Demolisher Rune Giant Mega Knight

Shortest cycle

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

12 Berserker The Log Musketeer Battle Ram

Attack Synergies 2 6

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.

Berserker
Rune Giant
Musketeer
Battle Ram Rune Giant The Log Mega Knight
Battle Ram
The Log Musketeer Goblin Demolisher
Bomb Tower
Goblin Demolisher
Battle Ram
Rune Giant
Berserker Musketeer
The Log
Battle Ram Musketeer Mega Knight
Mega Knight
Musketeer The Log

Defense Synergies 2 4

Berserker
Musketeer
The Log Bomb Tower Mega Knight
Battle Ram
Bomb Tower
The Log Musketeer
Goblin Demolisher
The Log
Rune Giant
The Log
Musketeer Bomb Tower Goblin Demolisher Mega Knight
Mega Knight
Musketeer 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.

Musketeer Goblin Demolisher The Log
Bomb Tower Musketeer The Log Mega Knight
Bomb Tower Mega Knight Musketeer
Bomb Tower Musketeer Mega Knight
Bomb Tower Goblin Demolisher The Log Mega Knight
The Log Musketeer Bomb Tower Goblin Demolisher Mega Knight
Musketeer Bomb Tower
Musketeer Bomb Tower The Log Mega Knight
Musketeer Bomb Tower
Musketeer Mega Knight
Berserker Musketeer Bomb Tower Goblin Demolisher The Log Mega Knight
Musketeer
Bomb Tower Mega Knight Musketeer The Log
Bomb Tower Mega Knight Goblin Demolisher The Log
Bomb Tower Mega Knight
Bomb Tower The Log Mega Knight
Bomb Tower Mega Knight Musketeer
Bomb Tower Mega Knight Musketeer Goblin Demolisher The Log
Bomb Tower The Log Musketeer Goblin Demolisher Mega Knight
Musketeer Bomb Tower
Goblin Demolisher Mega Knight Musketeer Bomb Tower The Log
Bomb Tower

Counters to secondary win conditions

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

Mega Knight
Musketeer Bomb Tower The Log Mega Knight
Mega Knight Musketeer Bomb Tower The Log
Mega Knight Musketeer The Log
Musketeer Mega Knight
Musketeer Bomb Tower Goblin Demolisher
Musketeer Bomb Tower
Mega Knight Bomb Tower
Mega Knight Bomb Tower The Log
Musketeer
Mega Knight Musketeer Bomb Tower
Mega Knight The Log
Mega Knight Bomb Tower
Musketeer Bomb Tower Goblin Demolisher Mega Knight
Musketeer Bomb Tower The Log
Mega Knight Musketeer Bomb Tower The Log
Bomb Tower

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.)

Musketeer The Log
Musketeer The Log
The Log
Musketeer The Log
Goblin Demolisher The Log Mega Knight
Musketeer
Musketeer Goblin Demolisher The Log
The Log Goblin Demolisher
The Log
Musketeer
Musketeer The Log
Musketeer
Musketeer The Log
Musketeer
Musketeer The Log
Musketeer Goblin Demolisher The Log
Musketeer Goblin Demolisher The Log Mega Knight
Musketeer Goblin Demolisher The Log Mega Knight
Goblin Demolisher The Log Mega Knight
Musketeer The Log Mega Knight
Musketeer The Log
Musketeer The Log
Goblin Demolisher The Log Mega Knight
The Log Musketeer
Musketeer The Log Mega Knight
Musketeer The Log
Musketeer
Musketeer
Musketeer The Log Mega Knight
Mega Knight
The Log
Musketeer
Musketeer
The Log
Musketeer Mega Knight
The Log Musketeer
Musketeer Mega Knight
Musketeer The Log
Musketeer
Musketeer The Log Mega Knight
Mega Knight

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