My Best Clash Royale Deck

Deck Check Rating

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

3 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker

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 Firecracker Suspicious Bush Mega Knight

Offensive cards

Win conditions

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

Missing

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.

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.

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
Skeletons
Giant Snowball
Skeletons Cannon
Zap
Skeletons Cannon Firecracker
Barbarian Barrel
Skeletons Cannon Firecracker
The Log
Skeletons Cannon Firecracker Suspicious Bush
Earthquake
Skeletons Cannon Firecracker
Arrows
Skeletons Firecracker Suspicious Bush
Royal Delivery
Skeletons Firecracker
Fireball
Cannon Firecracker Suspicious Bush
Poison
Cannon Firecracker Suspicious Bush
Lightning
Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado 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.

Suspicious Bush 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.

Mirror Skeletons Suspicious Bush The Log Cannon Firecracker Tornado Mega Knight

Shortest cycle

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

5 Mirror Skeletons Suspicious Bush The Log

Attack Synergies 1 7

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
Cannon
Firecracker
Mirror Tornado Mega Knight
Suspicious Bush
Mirror
The Log Firecracker Tornado
Tornado
Firecracker Mirror The Log Mega Knight
The Log
Mirror Tornado Mega Knight
Mega Knight
Firecracker Tornado The Log

Defense Synergies 5 12

Skeletons
Cannon Firecracker Tornado The Log
Cannon
Skeletons Mirror The Log Firecracker
Firecracker
The Log Skeletons Cannon Mirror Tornado Mega Knight
Suspicious Bush
Mirror
Cannon Tornado Firecracker The Log Mega Knight
Tornado
Mirror Skeletons Firecracker The Log Mega Knight
The Log
Cannon Firecracker Skeletons Mirror Tornado Mega Knight
Mega Knight
Firecracker Mirror 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.

Cannon Firecracker The Log
Skeletons Cannon Firecracker The Log Mega Knight
Cannon Tornado Mega Knight Skeletons
Cannon Skeletons Firecracker Mega Knight
Firecracker Tornado The Log Mega Knight
Tornado The Log Skeletons Cannon Firecracker Mega Knight
Tornado Cannon Firecracker
Cannon The Log Mega Knight
Cannon Skeletons Tornado
Tornado Skeletons Cannon Firecracker Mega Knight
Skeletons Cannon Firecracker Tornado The Log Mega Knight
Firecracker Tornado
Cannon Mega Knight Skeletons The Log
Mega Knight Cannon Firecracker Tornado The Log
Cannon Mega Knight
Tornado Cannon The Log Mega Knight
Mega Knight Skeletons Cannon Firecracker Tornado
Cannon Mega Knight Firecracker Tornado The Log
Tornado The Log Cannon Firecracker Mega Knight
Cannon Tornado
Mega Knight Cannon Firecracker The Log

Counters to secondary win conditions

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

Mega Knight Skeletons
Firecracker The Log Mega Knight
Mega Knight Skeletons The Log
Mega Knight Tornado The Log
Skeletons Cannon Mega Knight
Firecracker Skeletons Tornado
Skeletons
Mega Knight
Mega Knight Skeletons Firecracker Tornado The Log
Skeletons Cannon
Mega Knight
Mega Knight Tornado The Log
Mega Knight Skeletons Cannon
Cannon Firecracker Mega Knight
Skeletons Firecracker Tornado The Log
Mega Knight Cannon Firecracker The Log
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.)

Firecracker The Log
Firecracker Tornado The Log
The Log
Firecracker The Log
Firecracker The Log Mega Knight
Firecracker Tornado
Firecracker Tornado The Log
The Log Firecracker Tornado
The Log Firecracker Tornado
Tornado
Firecracker Tornado The Log
Firecracker Tornado
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log Mega Knight
Tornado
Firecracker The Log Mega Knight
Firecracker Tornado The Log Mega Knight
The Log Mega Knight
Tornado
Tornado The Log
The Log
Firecracker Tornado The Log Mega Knight
Firecracker The Log Tornado
Tornado The Log Mega Knight
Firecracker Tornado The Log
Firecracker Tornado
Firecracker
The Log Mega Knight
Firecracker
Mega Knight
Firecracker The Log
Firecracker Tornado
The Log
Firecracker Mega Knight
The Log Firecracker
Tornado
Firecracker Mega Knight
Firecracker Tornado The Log
Firecracker Tornado
Firecracker Tornado The Log Mega Knight
Firecracker Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: