My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 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.

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 Firecracker Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Goblin Barrel

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 Goblin Barrel

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 Goblin Barrel Guards
Giant Snowball
Skeletons Goblin Barrel Guards
Zap
Skeletons Firecracker Goblin Barrel Guards
Barbarian Barrel
Skeletons Firecracker Goblin Barrel Guards
The Log
Skeletons Firecracker Goblin Barrel Guards
Earthquake
Skeletons Firecracker Goblin Barrel Guards
Arrows
Skeletons Firecracker Goblin Barrel Guards
Royal Delivery
Skeletons Firecracker Goblin Barrel Guards
Fireball
Firecracker Goblin Barrel
Poison
Firecracker Guards
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball 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.

Guards 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 Goblin Barrel

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 Goblin Barrel

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons The Log Firecracker Goblin Barrel Guards Fireball Mega Knight

Shortest cycle

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

6 Mirror Skeletons The Log Firecracker

Attack Synergies 3 9

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
Firecracker
Mirror Goblin Barrel Mega Knight
Fireball
Mirror The Log Mega Knight
Mirror
Fireball Goblin Barrel The Log Firecracker
Goblin Barrel
Mirror Firecracker Guards Mega Knight
Guards
Goblin Barrel The Log
The Log
Mirror Fireball Guards Mega Knight
Mega Knight
Firecracker Fireball Goblin Barrel The Log

Defense Synergies 3 10

Skeletons
Firecracker The Log
Firecracker
The Log Skeletons Mirror Guards Mega Knight
Fireball
Mirror The Log Mega Knight
Mirror
Fireball Firecracker The Log Mega Knight
Goblin Barrel
Guards
Firecracker The Log
The Log
Firecracker Fireball Skeletons Mirror Guards Mega Knight
Mega Knight
Firecracker Fireball Mirror 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.

Firecracker Fireball The Log
Skeletons Firecracker The Log Mega Knight
Mega Knight Skeletons
Skeletons Firecracker Guards Mega Knight
Firecracker Fireball The Log Mega Knight
Fireball The Log Skeletons Firecracker Guards Mega Knight
Firecracker Fireball
Fireball The Log Mega Knight
Skeletons
Guards Skeletons Firecracker Mega Knight
Guards Skeletons Firecracker Fireball The Log Mega Knight
Firecracker Fireball
Mega Knight Skeletons Fireball Guards The Log
Fireball Mega Knight Firecracker Guards The Log
Mega Knight
Fireball The Log Mega Knight
Mega Knight Skeletons Firecracker Fireball
Fireball Mega Knight Firecracker Guards The Log
The Log Firecracker Fireball Guards Mega Knight
Mega Knight Firecracker Fireball Guards The Log

Counters to secondary win conditions

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

Guards Mega Knight Skeletons Fireball
Fireball Firecracker The Log Mega Knight
Guards Mega Knight Skeletons The Log
Guards Mega Knight Fireball The Log
Skeletons Guards Mega Knight
Firecracker Fireball Skeletons
Guards Skeletons Fireball
Mega Knight
Mega Knight Skeletons Firecracker Fireball The Log
Skeletons Guards
Mega Knight Guards
Mega Knight Fireball Guards The Log
Mega Knight Skeletons Fireball Guards
Firecracker Fireball Mega Knight
Guards Skeletons Firecracker Fireball The Log
Mega Knight Firecracker Fireball 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 Firecracker Guards The Log
Firecracker Fireball The Log
Fireball The Log
Firecracker Fireball Guards The Log
Fireball Firecracker The Log Mega Knight
Firecracker Fireball
Firecracker The Log
Fireball The Log Firecracker
Fireball The Log Firecracker
Fireball Guards
Firecracker Fireball The Log
Fireball Firecracker
Firecracker Fireball The Log
Firecracker Fireball
Firecracker Fireball The Log
Firecracker Fireball The Log
Firecracker Fireball The Log Mega Knight
Fireball
Firecracker Fireball The Log Mega Knight
Firecracker Fireball The Log Mega Knight
Fireball The Log Mega Knight
Fireball
The Log
Fireball The Log
Firecracker The Log Fireball Mega Knight
Firecracker Fireball The Log
Fireball The Log Mega Knight
Fireball Firecracker The Log
Firecracker Fireball
Firecracker Fireball Guards
Fireball
Fireball The Log Mega Knight
Firecracker Fireball
Mega Knight
Firecracker Fireball The Log
Fireball Guards
Fireball Firecracker
The Log Fireball
Fireball Firecracker Mega Knight
The Log Firecracker Fireball
Fireball
Firecracker Mega Knight
Firecracker Fireball Guards The Log
Firecracker Fireball
Firecracker Fireball The Log Mega Knight
Fireball Firecracker Mega Knight

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