My Best Clash Royale Deck

Deck Check Rating

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

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 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 No anti-air splash!

You don't have a card, that attacks air and has splash damage. 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.

Bats Tesla

Defensive buildings

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

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Tesla Elixir Golem Mega Knight

Offensive cards

Win conditions

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

Elixir Golem Wall Breakers

Damage spells

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

Rage The Log

Punishments

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

Elixir Golem Wall Breakers 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.

Elixir Golem Wall Breakers 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
Bats Elixir Golem Wall Breakers Skeleton Army
Giant Snowball
Bats Wall Breakers Skeleton Army
Zap
Bats Wall Breakers Skeleton Army
Barbarian Barrel
Tesla Elixir Golem Wall Breakers Skeleton Army
The Log
Elixir Golem Wall Breakers Skeleton Army
Earthquake
Tesla Elixir Golem Skeleton Army
Arrows
Bats Wall Breakers Skeleton Army
Royal Delivery
Bats Elixir Golem Wall Breakers Skeleton Army
Fireball
Tesla Elixir Golem Wall Breakers Skeleton Army
Poison
Bats Elixir Golem Skeleton Army
Lightning
Tesla
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

The Log Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Elixir Golem Rage Skeleton Army 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.

Skeleton Army

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.

Bats Wall Breakers Rage The Log Elixir Golem Skeleton Army Tesla Mega Knight

Shortest cycle

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

8 Bats Wall Breakers Rage The Log

Attack Synergies 2 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.

Bats
Mega Knight Elixir Golem Wall Breakers Rage
Tesla
Elixir Golem
Rage Bats The Log
Wall Breakers
Bats The Log Mega Knight
Rage
Elixir Golem Bats
Skeleton Army
The Log
Elixir Golem Wall Breakers Mega Knight
Mega Knight
Bats Wall Breakers The Log

Defense Synergies 1 6

Bats
Tesla The Log Mega Knight
Tesla
The Log Bats Skeleton Army
Elixir Golem
Wall Breakers
Rage
Skeleton Army
Tesla The Log
The Log
Tesla Bats Skeleton Army Mega Knight
Mega Knight
Bats 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.

Tesla The Log
Skeleton Army Bats Tesla The Log Mega Knight
Tesla Skeleton Army Mega Knight Bats
Tesla Skeleton Army Bats Mega Knight
Skeleton Army The Log Mega Knight
Skeleton Army The Log Bats Tesla Mega Knight
Bats Tesla
Tesla The Log Mega Knight
Tesla Skeleton Army
Skeleton Army Tesla Mega Knight
Bats Skeleton Army Tesla The Log Mega Knight
Tesla Bats
Tesla Skeleton Army Mega Knight Bats The Log
Skeleton Army Mega Knight Bats Tesla The Log
Skeleton Army Tesla Mega Knight
Skeleton Army Tesla The Log Mega Knight
Tesla Mega Knight Bats Skeleton Army
Tesla Mega Knight Bats Skeleton Army The Log
The Log Bats Tesla Mega Knight
Tesla
Skeleton Army Mega Knight Bats Tesla The Log
Tesla

Counters to secondary win conditions

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

Skeleton Army Mega Knight Tesla
Tesla The Log Mega Knight
Skeleton Army Mega Knight Bats The Log
Skeleton Army Mega Knight Bats Tesla The Log
Tesla Skeleton Army Mega Knight
Bats Tesla
Skeleton Army Bats Tesla
Mega Knight Tesla Skeleton Army
Mega Knight Bats Skeleton Army The Log
Tesla Skeleton Army
Mega Knight Bats Tesla
Skeleton Army Mega Knight The Log
Skeleton Army Mega Knight Tesla
Tesla Skeleton Army Mega Knight
Tesla Skeleton Army Bats The Log
Bats Mega Knight Tesla The Log

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
The Log
The Log
The Log
The Log Mega Knight
Bats
The Log
The Log
The Log
Bats
The Log
The Log
The Log
The Log
The Log Mega Knight
Bats
The Log Mega Knight
The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Mega Knight
The Log
The Log Mega Knight
The Log
Bats
Bats
The Log Mega Knight
Mega Knight
The Log
Bats Skeleton Army
The Log
Mega Knight
The Log
Mega Knight
Bats The Log
Bats
The Log Mega Knight
Mega Knight

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