My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

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

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!
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 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!
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.

Ram Rider

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.

Skeletons Knight Royal Ghost Bandit Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Arrows The Log

Punishments

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

Royal Ghost Bandit Ram Rider 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 Royal Ghost Bandit Ram 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.

Royal Ghost Bandit Ram 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 Bandit Ram Rider
Giant Snowball
Skeletons Ram Rider
Zap
Skeletons Bandit Ram Rider
Barbarian Barrel
Skeletons Knight Royal Ghost Bandit
The Log
Skeletons Bandit Ram Rider
Earthquake
Skeletons
Arrows
Skeletons
Royal Delivery
Skeletons Knight Royal Ghost Bandit Ram Rider
Fireball
Bandit Ram Rider
Poison
Lightning
Knight Bandit Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Royal Ghost 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.

Arrows Knight Royal Ghost 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Arrows Knight Royal Ghost Bandit Ram Rider Mega Knight

Shortest cycle

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

9 Skeletons The Log Arrows Knight

Attack Synergies 0 15

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
Arrows
Knight Bandit Ram Rider Mega Knight
Knight
Arrows The Log Ram Rider
The Log
Knight Bandit Ram Rider Mega Knight
Royal Ghost
Bandit Ram Rider Mega Knight
Bandit
Arrows The Log Royal Ghost Ram Rider Mega Knight
Ram Rider
Arrows Knight The Log Royal Ghost Bandit Mega Knight
Mega Knight
Arrows The Log Royal Ghost Bandit Ram Rider

Defense Synergies 1 15

Skeletons
Knight The Log Royal Ghost Bandit Ram Rider
Arrows
Mega Knight Knight Bandit
Knight
Skeletons Arrows The Log
The Log
Skeletons Knight Royal Ghost Bandit Ram Rider Mega Knight
Royal Ghost
Skeletons The Log Mega Knight
Bandit
Skeletons Arrows The Log Ram Rider Mega Knight
Ram Rider
Skeletons The Log Bandit
Mega Knight
Arrows The Log Royal Ghost Bandit

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 The Log Ram Rider
Skeletons Knight The Log Bandit Ram Rider Mega Knight
Ram Rider Mega Knight Skeletons Knight Bandit
Skeletons Knight Bandit Ram Rider Mega Knight
Arrows The Log Mega Knight
Arrows The Log Skeletons Royal Ghost Bandit Mega Knight
Ram Rider Arrows
Arrows The Log Bandit Ram Rider Mega Knight
Skeletons
Knight Skeletons Royal Ghost Bandit Mega Knight
Skeletons Arrows Knight The Log Royal Ghost Bandit Ram Rider Mega Knight
Arrows Ram Rider
Mega Knight Skeletons Knight The Log Bandit Ram Rider
Mega Knight Arrows The Log Royal Ghost
Knight Bandit Ram Rider Mega Knight
The Log Bandit Ram Rider Mega Knight
Mega Knight Skeletons Arrows Knight
Arrows Mega Knight Knight The Log Royal Ghost Bandit Ram Rider
Arrows The Log Knight Royal Ghost Bandit Ram Rider Mega Knight
Ram Rider
Royal Ghost Mega Knight Arrows Knight The Log Bandit

Counters to secondary win conditions

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

Knight Mega Knight Skeletons Royal Ghost Bandit
Bandit Arrows Knight The Log Royal Ghost Mega Knight
Bandit Mega Knight Skeletons Knight The Log Ram Rider
Mega Knight Knight The Log Bandit Ram Rider
Skeletons Knight Bandit Ram Rider Mega Knight
Arrows Skeletons Ram Rider
Skeletons Knight Bandit Ram Rider
Mega Knight Knight
Mega Knight Skeletons Knight The Log Bandit
Skeletons
Mega Knight Knight
Mega Knight Arrows The Log
Mega Knight Skeletons Knight Bandit Ram Rider
Mega Knight
Skeletons Knight The Log
Arrows Mega Knight The Log Royal Ghost
Arrows

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.)

Arrows Knight The Log Royal Ghost Bandit
Arrows The Log Royal Ghost Bandit Ram Rider
Arrows The Log Bandit
Arrows Knight The Log
Arrows The Log Mega Knight
Arrows Ram Rider
Arrows The Log
Arrows The Log Ram Rider
Arrows The Log Bandit Ram Rider
Arrows Knight The Log Bandit Ram Rider
Arrows
Knight The Log Bandit
Arrows Bandit
Arrows The Log
Arrows The Log Bandit
Arrows The Log Bandit Mega Knight
Arrows
Arrows The Log Bandit Mega Knight
Arrows The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows The Log
Arrows The Log Mega Knight
Arrows The Log Royal Ghost Bandit Ram Rider
Arrows The Log Bandit Ram Rider Mega Knight
Arrows The Log Bandit
Arrows
Arrows The Log Bandit Mega Knight
Arrows
Mega Knight
Arrows The Log
Bandit
Arrows Ram Rider
Arrows The Log
Knight Mega Knight
Arrows The Log
Arrows
Mega Knight
The Log
The Log Royal Ghost Bandit Mega Knight
Mega Knight

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