My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats

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 Bats Royal Giant Fisherman Mega Knight Goblinstein

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap The Log

Punishments

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

Royal 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.

Royal Giant Mega Knight

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 Bats Royal Giant Fisherman
Giant Snowball
Skeletons Bats Fisherman
Zap
Skeletons Bats Royal Giant Fisherman
Barbarian Barrel
Skeletons
The Log
Skeletons Royal Giant Fisherman
Earthquake
Skeletons
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Fisherman
Fireball
Fisherman
Poison
Bats Fisherman
Lightning
Fisherman Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 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.

Royal Giant

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 Bats Zap The Log Fisherman Goblinstein Royal Giant Mega Knight

Shortest cycle

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

7 Skeletons Bats Zap The Log

Attack Synergies 3 10

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
Bats
Royal Giant Mega Knight Zap Fisherman
Zap
Bats Royal Giant The Log Fisherman Mega Knight
Royal Giant
Bats Fisherman Zap The Log
The Log
Zap Royal Giant Fisherman Mega Knight
Fisherman
Royal Giant Bats Zap The Log Mega Knight
Mega Knight
Bats Zap The Log Fisherman
Goblinstein

Defense Synergies 2 12

Skeletons
Fisherman Bats Zap The Log
Bats
Skeletons Zap The Log Fisherman Mega Knight
Zap
Mega Knight Skeletons Bats The Log Fisherman
Royal Giant
The Log
Skeletons Bats Zap Fisherman Mega Knight
Fisherman
Skeletons Bats Zap The Log Mega Knight
Mega Knight
Zap Bats The Log Fisherman
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.

Zap The Log
Skeletons Bats Zap The Log Fisherman Mega Knight
Fisherman Mega Knight Skeletons Bats
Skeletons Bats Fisherman Mega Knight
The Log Mega Knight
The Log Skeletons Bats Zap Mega Knight
Bats Zap
Zap The Log Mega Knight
Skeletons Fisherman
Skeletons Fisherman Mega Knight
Bats Skeletons Zap The Log Fisherman Mega Knight
Bats Zap
Mega Knight Skeletons Bats Zap The Log
Mega Knight Bats Zap The Log
Mega Knight
Zap The Log Fisherman Mega Knight
Mega Knight Skeletons Bats Fisherman
Mega Knight Bats Zap The Log Fisherman
Zap The Log Bats Fisherman Mega Knight
Fisherman
Mega Knight Bats The Log Fisherman

Counters to secondary win conditions

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

Mega Knight Skeletons Zap Fisherman
Zap The Log Fisherman Mega Knight
Mega Knight Skeletons Bats Zap The Log Fisherman
Mega Knight Bats Zap The Log Fisherman
Skeletons Fisherman Mega Knight
Skeletons Bats Zap
Skeletons Bats
Mega Knight Fisherman
Zap Mega Knight Skeletons Bats The Log
Skeletons
Mega Knight Bats
Mega Knight Zap The Log
Mega Knight Skeletons
Mega Knight
Skeletons Bats Zap The Log Fisherman
Bats Mega Knight Zap The Log
Zap

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.)

The Log
Zap The Log Fisherman
The Log
The Log
Zap The Log Mega Knight
Bats Zap
The Log
The Log Zap
The Log Zap Fisherman
Bats Fisherman
Zap The Log Fisherman
Zap
The Log Fisherman
Fisherman
Zap The Log Fisherman
Zap The Log
The Log Mega Knight
Bats Fisherman
Zap The Log Fisherman Mega Knight
Zap The Log Mega Knight
The Log Mega Knight
The Log Fisherman
Zap The Log
Zap The Log Mega Knight
Fisherman
The Log Zap Fisherman
Zap The Log Fisherman Mega Knight
Zap The Log Fisherman
Bats Zap
Zap Bats
Zap The Log Mega Knight
Zap
Mega Knight
The Log
Zap Bats
Zap
The Log
Mega Knight
The Log Zap
Zap
Mega Knight
Zap Bats The Log
Bats Zap
Zap The Log Mega Knight
Mega Knight

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