My Best Clash Royale Deck

Deck Check Rating

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

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.

Magic Archer

Defensive buildings

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

Cannon

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 Magic Archer 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.

Tornado 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.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Hog Rider Magic Archer 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 Magic Archer

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 Hog Rider
Giant Snowball
Skeletons Cannon Hog Rider
Zap
Skeletons Cannon
Barbarian Barrel
Skeletons Knight Cannon Magic Archer
The Log
Skeletons Cannon Hog Rider
Earthquake
Skeletons Cannon Hog Rider
Arrows
Skeletons
Royal Delivery
Skeletons Knight Hog Rider Magic Archer
Fireball
Cannon Hog Rider Magic Archer
Poison
Cannon Magic Archer
Lightning
Knight Cannon Magic Archer
Rocket
Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Tornado The Log Magic Archer 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 Tornado 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.

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 Knight Cannon Tornado Hog Rider Magic Archer Mega Knight

Shortest cycle

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

9 Skeletons The Log Knight Cannon

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
Knight
Hog Rider The Log Magic Archer
Cannon
Hog Rider
Knight The Log Tornado Magic Archer Mega Knight
Tornado
Magic Archer Hog Rider The Log Mega Knight
The Log
Hog Rider Knight Tornado Magic Archer Mega Knight
Magic Archer
Tornado Knight Hog Rider The Log Mega Knight
Mega Knight
Hog Rider Tornado The Log Magic Archer

Defense Synergies 5 12

Skeletons
Cannon Knight Tornado The Log Magic Archer
Knight
Cannon Magic Archer Skeletons Tornado The Log
Cannon
Skeletons Knight The Log Magic Archer
Hog Rider
Tornado
Magic Archer Skeletons Knight The Log Mega Knight
The Log
Cannon Skeletons Knight Tornado Magic Archer Mega Knight
Magic Archer
Knight Tornado Skeletons Cannon The Log Mega Knight
Mega Knight
Tornado The Log Magic Archer

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 Cannon The Log Magic Archer
Skeletons Knight Cannon The Log Mega Knight
Cannon Tornado Mega Knight Skeletons Knight
Cannon Skeletons Knight Mega Knight
Tornado The Log Mega Knight
Tornado The Log Skeletons Cannon Magic Archer Mega Knight
Tornado Cannon Magic Archer
Cannon The Log Magic Archer Mega Knight
Cannon Skeletons Tornado
Knight Tornado Skeletons Cannon Mega Knight
Skeletons Knight Cannon Tornado The Log Magic Archer Mega Knight
Tornado Magic Archer
Cannon Mega Knight Skeletons Knight The Log
Mega Knight Cannon Tornado The Log Magic Archer
Knight Cannon Mega Knight
Tornado Cannon The Log Mega Knight
Mega Knight Skeletons Knight Cannon Tornado
Cannon Mega Knight Knight Tornado The Log Magic Archer
Tornado The Log Knight Cannon Magic Archer Mega Knight
Cannon Tornado
Mega Knight Knight Cannon The Log
Cannon

Counters to secondary win conditions

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

Knight Mega Knight Skeletons
Knight The Log Magic Archer Mega Knight
Mega Knight Skeletons Knight The Log
Mega Knight Knight Tornado The Log
Skeletons Knight Cannon Mega Knight
Skeletons Tornado Magic Archer
Skeletons Knight
Mega Knight Knight
Mega Knight Skeletons Knight Tornado The Log Magic Archer
Skeletons Cannon
Mega Knight Knight
Mega Knight Tornado The Log
Mega Knight Skeletons Knight Cannon
Cannon Magic Archer Mega Knight
Skeletons Knight Tornado The Log Magic Archer
Mega Knight Cannon The Log Magic Archer
Cannon

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.)

Magic Archer Knight The Log
Tornado The Log Magic Archer
The Log Magic Archer
Knight The Log
The Log Magic Archer Mega Knight
Tornado Magic Archer
Tornado The Log Magic Archer
The Log Tornado Magic Archer
The Log Tornado
Tornado
Knight Tornado The Log Magic Archer
Tornado Magic Archer
Knight The Log Magic Archer
Magic Archer
The Log Magic Archer
The Log Magic Archer
Magic Archer The Log Mega Knight
Tornado
The Log Magic Archer Mega Knight
Tornado The Log Magic Archer Mega Knight
The Log Magic Archer Mega Knight
Tornado
Tornado The Log
The Log
Tornado The Log Magic Archer Mega Knight
The Log Tornado Magic Archer
Tornado The Log Magic Archer Mega Knight
Tornado The Log Magic Archer
Tornado Magic Archer
The Log Magic Archer Mega Knight
Magic Archer
Mega Knight
The Log Magic Archer
Magic Archer
Tornado Magic Archer
The Log
Knight Magic Archer Mega Knight
The Log Magic Archer
Tornado
Mega Knight
Tornado The Log Magic Archer
Tornado Magic Archer
Tornado The Log Magic Archer Mega Knight
Mega Knight

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