My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Baby Dragon Inferno Dragon

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.

Baby Dragon Royal Ghost Inferno Dragon Mega Knight Skeleton King

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Royal Ghost Mega Knight

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Baby Dragon Royal Ghost Mega Knight Skeleton King

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.

Goblin Barrel Royal Ghost

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
Goblin Barrel Inferno Dragon Skeleton King
Giant Snowball
Goblin Barrel Baby Dragon Inferno Dragon Skeleton King
Zap
Goblin Barrel Inferno Dragon Skeleton King
Barbarian Barrel
Goblin Barrel Royal Ghost Skeleton King
The Log
Goblin Barrel Skeleton King
Earthquake
Goblin Barrel Skeleton King
Arrows
Goblin Barrel Skeleton King
Royal Delivery
Goblin Barrel Baby Dragon Royal Ghost Inferno Dragon Skeleton King
Fireball
Goblin Barrel Baby Dragon Inferno Dragon Skeleton King
Poison
Skeleton King
Lightning
Baby Dragon Inferno Dragon Skeleton King
Rocket
Inferno Dragon Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon The Log Royal Ghost Mega Knight Skeleton King

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.

Baby Dragon Royal Ghost Inferno Dragon 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 Goblin Barrel

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 Goblin Barrel

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.

The Log Goblin Barrel Royal Ghost Fireball Baby Dragon Inferno Dragon Skeleton King Mega Knight

Shortest cycle

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

12 The Log Goblin Barrel Royal Ghost Fireball

Attack Synergies 1 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.

Fireball
Baby Dragon The Log Mega Knight Skeleton King
Goblin Barrel
Baby Dragon Royal Ghost Mega Knight Skeleton King
Baby Dragon
Fireball Goblin Barrel Inferno Dragon Mega Knight
The Log
Fireball Mega Knight
Royal Ghost
Goblin Barrel Mega Knight
Inferno Dragon
Mega Knight Baby Dragon
Mega Knight
Inferno Dragon Fireball Goblin Barrel Baby Dragon The Log Royal Ghost
Skeleton King
Fireball Goblin Barrel

Defense Synergies 1 11

Fireball
The Log Mega Knight
Goblin Barrel
Baby Dragon
The Log Inferno Dragon Mega Knight Skeleton King
The Log
Fireball Baby Dragon Royal Ghost Inferno Dragon Mega Knight
Royal Ghost
The Log Mega Knight
Inferno Dragon
Baby Dragon The Log Mega Knight Skeleton King
Mega Knight
Fireball Baby Dragon The Log Royal Ghost Inferno Dragon
Skeleton King
Baby Dragon Inferno Dragon

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.

Fireball Baby Dragon The Log
Inferno Dragon The Log Mega Knight
Mega Knight Inferno Dragon
Inferno Dragon Mega Knight Skeleton King
Fireball The Log Mega Knight
Fireball The Log Baby Dragon Royal Ghost Mega Knight
Inferno Dragon Fireball Baby Dragon
Fireball Baby Dragon The Log Mega Knight
Inferno Dragon Skeleton King
Royal Ghost Mega Knight
Fireball Baby Dragon The Log Royal Ghost Mega Knight Skeleton King
Inferno Dragon Fireball Baby Dragon
Mega Knight Fireball The Log
Fireball Mega Knight Baby Dragon The Log Royal Ghost Skeleton King
Inferno Dragon Mega Knight Skeleton King
Fireball The Log Inferno Dragon Mega Knight
Mega Knight Fireball
Fireball Mega Knight Baby Dragon The Log Royal Ghost
Baby Dragon The Log Fireball Royal Ghost Inferno Dragon Mega Knight
Inferno Dragon
Royal Ghost Mega Knight Fireball Baby Dragon The Log
Inferno Dragon

Counters to secondary win conditions

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

Mega Knight Fireball Royal Ghost
Fireball Baby Dragon The Log Royal Ghost Inferno Dragon Mega Knight
Mega Knight The Log
Mega Knight Fireball The Log
Inferno Dragon Mega Knight
Fireball Baby Dragon
Fireball
Mega Knight Inferno Dragon
Mega Knight Fireball Baby Dragon The Log Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight
Mega Knight Fireball The Log
Mega Knight Fireball Skeleton King
Fireball Baby Dragon Mega Knight
Fireball Baby Dragon The Log Inferno Dragon Skeleton King
Mega Knight Fireball Baby Dragon The Log Royal Ghost Inferno Dragon Skeleton King
Fireball

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 Baby Dragon The Log Royal Ghost
Fireball Baby Dragon The Log Royal Ghost
Fireball Baby Dragon The Log
Fireball The Log
Fireball Baby Dragon The Log Mega Knight
Fireball Baby Dragon
Baby Dragon The Log
Fireball The Log Baby Dragon
Fireball The Log
Fireball
Fireball The Log
Fireball Baby Dragon
Fireball Baby Dragon The Log
Fireball Baby Dragon
Fireball Baby Dragon The Log
Fireball Baby Dragon The Log
Fireball Baby Dragon The Log Mega Knight
Fireball
Fireball Baby Dragon The Log Mega Knight
Fireball Baby Dragon The Log Mega Knight
Fireball Baby Dragon The Log Mega Knight
Fireball
The Log
Fireball Baby Dragon The Log
The Log Fireball Baby Dragon Mega Knight
Inferno Dragon
Fireball The Log Baby Dragon Royal Ghost
Fireball Baby Dragon The Log Mega Knight
Fireball Baby Dragon The Log
Fireball Baby Dragon
Fireball
Fireball
Fireball The Log Mega Knight
Fireball
Mega Knight
Fireball The Log
Fireball
Fireball Baby Dragon
The Log Fireball
Fireball Baby Dragon Mega Knight
The Log Fireball Baby Dragon Skeleton King
Fireball
Mega Knight
Fireball Baby Dragon The Log Skeleton King
Fireball
Fireball Baby Dragon The Log Royal Ghost Mega Knight
Inferno Dragon
Fireball Mega Knight

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