My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Tesla Wizard

Defensive buildings

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

Tesla

Investments

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

Skeletons Archers Tesla Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider 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.

Hog Rider 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.

Hog Rider

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
Skeletons Archers Hog Rider
Giant Snowball
Skeletons Archers Hog Rider
Zap
Skeletons Archers
Barbarian Barrel
Skeletons Archers Tesla Wizard
The Log
Skeletons Archers Hog Rider
Earthquake
Skeletons Archers Tesla Hog Rider
Arrows
Skeletons Archers
Royal Delivery
Skeletons Archers Hog Rider Wizard
Fireball
Archers Tesla Hog Rider Wizard
Poison
Archers Wizard
Lightning
Tesla Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard 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.

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 Wizard

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.

Skeletons The Log Archers Tesla Fireball Hog Rider Wizard Mega Knight

Shortest cycle

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

10 Skeletons The Log Archers Tesla

Attack Synergies 2 8

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.

Skeletons
Archers
Hog Rider Mega Knight
Tesla
Fireball
Hog Rider The Log Mega Knight
Hog Rider
Fireball The Log Archers Wizard Mega Knight
Wizard
Hog Rider Mega Knight
The Log
Hog Rider Fireball Mega Knight
Mega Knight
Archers Fireball Hog Rider Wizard The Log

Defense Synergies 3 12

Skeletons
Tesla Archers Wizard The Log
Archers
Skeletons Tesla The Log Mega Knight
Tesla
Skeletons The Log Archers Fireball Wizard
Fireball
The Log Tesla Mega Knight
Hog Rider
Wizard
Skeletons Tesla The Log Mega Knight
The Log
Tesla Fireball Skeletons Archers Wizard Mega Knight
Mega Knight
Archers Fireball Wizard 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.

Tesla Fireball Wizard The Log
Skeletons Tesla The Log Mega Knight
Tesla Mega Knight Skeletons Archers
Tesla Skeletons Mega Knight
Fireball The Log Mega Knight
Fireball The Log Skeletons Archers Tesla Mega Knight
Tesla Archers Fireball Wizard
Tesla Fireball The Log Mega Knight
Tesla Skeletons
Skeletons Archers Tesla Mega Knight
Archers Skeletons Tesla Fireball Wizard The Log Mega Knight
Tesla Archers Fireball Wizard
Tesla Mega Knight Skeletons Fireball Wizard The Log
Fireball Wizard Mega Knight Tesla The Log
Tesla Mega Knight
Tesla Fireball The Log Mega Knight
Tesla Wizard Mega Knight Skeletons Fireball
Tesla Fireball Mega Knight Archers Wizard The Log
Wizard The Log Archers Tesla Fireball Mega Knight
Tesla
Wizard Mega Knight Archers Tesla Fireball The Log
Tesla

Counters to secondary win conditions

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

Mega Knight Skeletons Archers Tesla Fireball
Fireball Archers Tesla Wizard The Log Mega Knight
Mega Knight Skeletons The Log
Mega Knight Tesla Fireball The Log
Skeletons Tesla Mega Knight
Fireball Wizard Skeletons Archers Tesla
Skeletons Archers Tesla Fireball
Mega Knight Tesla
Mega Knight Skeletons Fireball The Log
Skeletons Tesla
Mega Knight Tesla
Mega Knight Fireball The Log
Mega Knight Skeletons Tesla Fireball Wizard
Wizard Archers Tesla Fireball Mega Knight
Tesla Skeletons Archers Fireball The Log
Mega Knight Archers Tesla Fireball Wizard 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 The Log
Fireball The Log
Fireball The Log
Fireball The Log
Fireball Wizard The Log Mega Knight
Fireball Wizard
Archers Wizard The Log
Fireball The Log Wizard
Fireball The Log Wizard
Fireball
Fireball Wizard The Log
Fireball Archers Wizard
Fireball The Log
Fireball
Fireball The Log
Fireball Wizard The Log
Fireball Wizard The Log Mega Knight
Fireball
Archers Fireball Wizard The Log Mega Knight
Fireball Wizard The Log Mega Knight
Fireball The Log Mega Knight
Fireball Wizard
The Log
Fireball The Log
The Log Fireball Wizard Mega Knight
Fireball The Log Wizard
Fireball Wizard The Log Mega Knight
Fireball The Log
Archers Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard The Log Mega Knight
Fireball
Mega Knight
Fireball Wizard The Log
Archers Fireball
Fireball Archers Wizard
The Log Fireball
Fireball Wizard Mega Knight
The Log Fireball Wizard
Fireball
Mega Knight
Fireball The Log
Fireball
Fireball The Log Mega Knight
Fireball Wizard Mega Knight

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