My Best Clash Royale Deck

Deck Check Rating

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

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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

Firecracker Witch

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.

Knight Firecracker Elixir Golem Witch Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

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.

Elixir Golem 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.

Knight Elixir Golem 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.

Firecracker

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
Elixir Golem
Giant Snowball
Witch
Zap
Firecracker Witch
Barbarian Barrel
Knight Firecracker Elixir Golem Witch
The Log
Firecracker Elixir Golem Witch
Earthquake
Firecracker Elixir Golem Witch
Arrows
Firecracker Witch
Royal Delivery
Knight Firecracker Elixir Golem Witch
Fireball
Firecracker Elixir Golem Witch
Poison
Firecracker Elixir Golem Witch
Lightning
Knight Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

Knight Elixir Golem 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 Witch

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.

Mirror The Log Knight Firecracker Elixir Golem Fireball Witch Mega Knight

Shortest cycle

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

8 Mirror The Log Knight Firecracker

Attack Synergies 4 13

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
Firecracker Fireball Witch The Log
Firecracker
Knight Elixir Golem Mirror Mega Knight
Elixir Golem
Firecracker Fireball Mirror Witch The Log
Fireball
Mirror Knight Elixir Golem The Log Mega Knight
Mirror
Fireball The Log Firecracker Elixir Golem
Witch
Knight Elixir Golem Mega Knight
The Log
Mirror Knight Elixir Golem Fireball Mega Knight
Mega Knight
Firecracker Fireball Witch The Log

Defense Synergies 4 11

Knight
Firecracker Fireball Witch The Log
Firecracker
Knight The Log Mirror Mega Knight
Elixir Golem
Fireball
Mirror The Log Knight Mega Knight
Mirror
Fireball Firecracker The Log Mega Knight
Witch
Knight The Log Mega Knight
The Log
Firecracker Fireball Knight Mirror Witch Mega Knight
Mega Knight
Firecracker Fireball Mirror Witch 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.

Knight Firecracker Fireball The Log
Knight Firecracker Witch The Log Mega Knight
Witch Mega Knight Knight
Witch Knight Firecracker Mega Knight
Firecracker Fireball The Log Mega Knight
Fireball The Log Firecracker Mega Knight
Firecracker Fireball Witch
Fireball The Log Mega Knight
Witch
Knight Firecracker Mega Knight
Witch Knight Firecracker Fireball The Log Mega Knight
Firecracker Fireball Witch
Mega Knight Knight Fireball Witch The Log
Fireball Mega Knight Firecracker Witch The Log
Knight Mega Knight
Fireball The Log Mega Knight
Mega Knight Knight Firecracker Fireball Witch
Fireball Mega Knight Knight Firecracker Witch The Log
Witch The Log Knight Firecracker Fireball Mega Knight
Mega Knight Knight Firecracker Fireball Witch The Log

Counters to secondary win conditions

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

Knight Mega Knight Fireball Witch
Fireball Knight Firecracker The Log Mega Knight
Mega Knight Knight Witch The Log
Mega Knight Knight Fireball The Log
Knight Witch Mega Knight
Firecracker Fireball Witch
Knight Fireball Witch
Mega Knight Knight
Mega Knight Knight Firecracker Fireball Witch The Log
Witch
Mega Knight Knight Witch
Mega Knight Fireball The Log
Mega Knight Knight Fireball Witch
Firecracker Fireball Witch Mega Knight
Witch Knight Firecracker Fireball The Log
Mega Knight Firecracker Fireball Witch The Log
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 Knight Firecracker The Log
Firecracker Fireball The Log
Fireball The Log
Knight Firecracker Fireball The Log
Fireball Firecracker The Log Mega Knight
Firecracker Fireball Witch
Firecracker Witch The Log
Fireball The Log Firecracker
Fireball The Log Firecracker
Fireball
Firecracker Knight Fireball The Log
Fireball Firecracker
Knight Firecracker Fireball The Log
Firecracker Fireball
Firecracker Fireball The Log
Firecracker Fireball Witch The Log
Firecracker Fireball The Log Mega Knight
Fireball
Firecracker Fireball The Log Mega Knight
Firecracker Fireball Witch The Log Mega Knight
Fireball The Log Mega Knight
Fireball
The Log
Fireball The Log
Firecracker The Log Fireball Witch Mega Knight
Witch
Firecracker Fireball The Log Witch
Fireball Witch The Log Mega Knight
Fireball Firecracker The Log
Firecracker Fireball Witch
Firecracker Fireball Witch
Fireball
Fireball The Log Mega Knight
Firecracker Fireball
Mega Knight
Firecracker Fireball The Log
Fireball Witch
Fireball Firecracker Witch
The Log Fireball
Fireball Knight Firecracker Mega Knight
The Log Firecracker Fireball
Fireball
Firecracker Mega Knight
Firecracker Fireball Witch The Log
Firecracker Fireball Witch
Firecracker Fireball Witch The Log Mega Knight
Fireball Firecracker Mega Knight

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