My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard

Defensive buildings

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

Cannon

Investments

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

Knight Wizard Mega Knight Goblinstein

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.

The Log

Punishments

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

Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Knight 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.

Goblin Barrel

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 Skeleton Army
Giant Snowball
Cannon Goblin Barrel Skeleton Army
Zap
Cannon Goblin Barrel Skeleton Army
Barbarian Barrel
Knight Cannon Wizard Goblin Barrel Skeleton Army
The Log
Cannon Goblin Barrel Skeleton Army
Earthquake
Cannon Goblin Barrel Skeleton Army
Arrows
Goblin Barrel Skeleton Army
Royal Delivery
Knight Wizard Goblin Barrel Skeleton Army
Fireball
Cannon Wizard Goblin Barrel Skeleton Army
Poison
Cannon Wizard Skeleton Army
Lightning
Knight Cannon Wizard Goblinstein
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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.

Knight Skeleton Army 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.

Goblin Barrel Skeleton Army

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.

Wizard 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 Knight Cannon Goblin Barrel Skeleton Army Wizard Goblinstein Mega Knight

Shortest cycle

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

11 The Log Knight Cannon Goblin Barrel

Attack Synergies 1 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.

Knight
Goblin Barrel Wizard The Log
Cannon
Wizard
Knight Mega Knight
Goblin Barrel
Knight Skeleton Army Mega Knight
Skeleton Army
Goblin Barrel
The Log
Knight Mega Knight
Mega Knight
Wizard Goblin Barrel The Log
Goblinstein

Defense Synergies 2 10

Knight
Cannon Wizard Skeleton Army The Log
Cannon
Knight The Log Wizard Skeleton Army
Wizard
Knight Cannon Skeleton Army The Log Mega Knight
Goblin Barrel
Skeleton Army
Knight Cannon Wizard The Log
The Log
Cannon Knight Wizard Skeleton Army Mega Knight
Mega Knight
Wizard The Log
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.

Knight Cannon Wizard The Log
Skeleton Army Knight Cannon The Log Mega Knight
Cannon Skeleton Army Mega Knight Knight
Cannon Skeleton Army Knight Mega Knight
Skeleton Army The Log Mega Knight
Skeleton Army The Log Cannon Mega Knight
Cannon Wizard
Cannon The Log Mega Knight
Cannon Skeleton Army
Knight Skeleton Army Cannon Mega Knight
Skeleton Army Knight Cannon Wizard The Log Mega Knight
Wizard
Cannon Skeleton Army Mega Knight Knight Wizard The Log
Wizard Skeleton Army Mega Knight Cannon The Log
Skeleton Army Knight Cannon Mega Knight
Skeleton Army Cannon The Log Mega Knight
Wizard Mega Knight Knight Cannon Skeleton Army
Cannon Mega Knight Knight Wizard Skeleton Army The Log
Wizard The Log Knight Cannon Mega Knight
Cannon
Wizard Skeleton Army Mega Knight Knight Cannon The Log

Counters to secondary win conditions

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

Knight Skeleton Army Mega Knight
Knight Wizard The Log Mega Knight
Skeleton Army Mega Knight Knight The Log
Skeleton Army Mega Knight Knight The Log
Knight Cannon Skeleton Army Mega Knight
Wizard
Skeleton Army Knight
Mega Knight Knight Skeleton Army
Mega Knight Knight Skeleton Army The Log
Cannon Skeleton Army
Mega Knight Knight
Skeleton Army Mega Knight The Log
Skeleton Army Mega Knight Knight Cannon Wizard
Wizard Cannon Skeleton Army Mega Knight
Skeleton Army Knight The Log
Mega Knight Cannon Wizard The Log
Cannon

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.)

Knight The Log
The Log
The Log
Knight The Log
Wizard The Log Mega Knight
Wizard
Wizard The Log
The Log Wizard
The Log Wizard
Knight Wizard The Log
Wizard
Knight The Log
The Log
Wizard The Log
Wizard The Log Mega Knight
Wizard The Log Mega Knight
Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
The Log Wizard Mega Knight
The Log Wizard
Wizard The Log Mega Knight
The Log
Wizard
Wizard
Wizard The Log Mega Knight
Mega Knight
Wizard The Log
Skeleton Army
Wizard
The Log
Knight Wizard Mega Knight
The Log Wizard
Mega Knight
The Log
The Log Mega Knight
Wizard Mega Knight

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