My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker

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.

Bats Knight Firecracker Electro Giant Mega Knight

Offensive cards

Win conditions

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

Wall Breakers Electro Giant

Damage spells

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

Tornado The Log

Punishments

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

Wall Breakers Electro Giant 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.

Knight Wall Breakers Electro Giant 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
Bats Wall Breakers
Giant Snowball
Bats Wall Breakers
Zap
Bats Firecracker Wall Breakers
Barbarian Barrel
Knight Firecracker Wall Breakers
The Log
Firecracker Wall Breakers
Earthquake
Firecracker
Arrows
Bats Firecracker Wall Breakers
Royal Delivery
Bats Knight Firecracker Wall Breakers
Fireball
Firecracker Wall Breakers
Poison
Bats Firecracker
Lightning
Knight
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado Electro Giant 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 Knight Tornado Electro Giant Mega Knight

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Wall Breakers The Log Knight Firecracker Tornado Electro Giant Mega Knight

Shortest cycle

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

9 Bats Wall Breakers The Log Knight

Attack Synergies 5 11

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
Knight Mega Knight Firecracker Wall Breakers
Knight
Bats Firecracker Wall Breakers The Log
Firecracker
Knight Bats Wall Breakers Tornado Mega Knight
Wall Breakers
Knight Bats Firecracker The Log Mega Knight
Tornado
Electro Giant Firecracker The Log Mega Knight
Electro Giant
Tornado
The Log
Knight Wall Breakers Tornado Mega Knight
Mega Knight
Bats Firecracker Wall Breakers Tornado The Log

Defense Synergies 3 11

Bats
Knight Firecracker The Log Mega Knight
Knight
Bats Firecracker Tornado The Log
Firecracker
Knight The Log Bats Tornado Mega Knight
Wall Breakers
Tornado
Knight Firecracker Electro Giant The Log Mega Knight
Electro Giant
Tornado
The Log
Firecracker Bats Knight Tornado Mega Knight
Mega Knight
Bats Firecracker Tornado 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 The Log
Bats Knight Firecracker The Log Mega Knight
Tornado Mega Knight Bats Knight
Bats Knight Firecracker Mega Knight
Firecracker Tornado The Log Mega Knight
Tornado The Log Bats Firecracker Mega Knight
Bats Tornado Firecracker
Electro Giant The Log Mega Knight
Tornado
Knight Tornado Firecracker Mega Knight
Bats Knight Firecracker Tornado Electro Giant The Log Mega Knight
Bats Firecracker Tornado
Mega Knight Bats Knight The Log
Mega Knight Bats Firecracker Tornado The Log
Knight Mega Knight
Tornado Electro Giant The Log Mega Knight
Mega Knight Bats Knight Firecracker Tornado
Mega Knight Bats Knight Firecracker Tornado The Log
Tornado The Log Bats Knight Firecracker Mega Knight
Tornado
Mega Knight Bats Knight Firecracker Electro Giant The Log

Counters to secondary win conditions

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

Knight Mega Knight Electro Giant
Knight Firecracker The Log Mega Knight
Mega Knight Bats Knight The Log
Mega Knight Bats Knight Tornado The Log
Knight Mega Knight
Firecracker Electro Giant Bats Tornado
Bats Knight
Mega Knight Knight
Mega Knight Bats Knight Firecracker Tornado The Log
Mega Knight Bats Knight
Mega Knight Tornado Electro Giant The Log
Mega Knight Knight
Firecracker Electro Giant Mega Knight
Electro Giant Bats Knight Firecracker Tornado The Log
Bats Mega Knight Firecracker Electro Giant The Log

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 Firecracker The Log
Firecracker Tornado The Log
The Log
Knight Firecracker The Log
Firecracker The Log Mega Knight
Firecracker Electro Giant Bats Tornado
Firecracker Tornado The Log
The Log Firecracker Tornado
The Log Firecracker Tornado
Bats Tornado
Firecracker Knight Tornado The Log
Firecracker Tornado
Knight Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log Mega Knight
Tornado
Bats
Firecracker The Log Mega Knight
Firecracker Tornado Electro Giant The Log Mega Knight
The Log Mega Knight
Tornado
Tornado The Log
The Log
Firecracker Tornado Electro Giant The Log Mega Knight
Firecracker The Log Tornado
Tornado The Log Mega Knight
Firecracker Tornado The Log
Bats Firecracker Tornado Electro Giant
Bats Firecracker Electro Giant
The Log Mega Knight
Firecracker
Mega Knight
Firecracker The Log
Bats
Firecracker Tornado
The Log
Knight Firecracker Mega Knight
The Log Firecracker
Tornado Electro Giant
Firecracker Mega Knight
Electro Giant Bats Firecracker Tornado The Log
Firecracker Bats Tornado
Firecracker Tornado Electro Giant The Log Mega Knight
Firecracker Mega Knight

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