My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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!

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.

Bats Skeleton Barrel Sparky Mega Knight Goblinstein

Offensive cards

Win conditions

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

Skeleton Barrel

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.

Skeleton Barrel 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.

Electro Spirit Skeleton Barrel 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.

Electro Spirit Skeleton 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
Bats Skeleton Barrel Sparky
Giant Snowball
Bats Skeleton Barrel
Zap
Bats Skeleton Barrel Sparky
Barbarian Barrel
Electro Spirit Skeleton Barrel Sparky
The Log
Electro Spirit Skeleton Barrel Sparky
Earthquake
Arrows
Electro Spirit Bats Skeleton Barrel
Royal Delivery
Electro Spirit Bats Skeleton Barrel Sparky
Fireball
Skeleton Barrel Sparky
Poison
Bats Skeleton Barrel Sparky
Lightning
Sparky Goblinstein
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Tornado The Log Sparky 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.

Electro Spirit Bats Skeleton Barrel Tornado Sparky 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Bats The Log Skeleton Barrel Tornado Goblinstein Sparky Mega Knight

Shortest cycle

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

8 Electro Spirit Bats The Log Skeleton Barrel

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.

Electro Spirit
Sparky
Bats
Skeleton Barrel Mega Knight Sparky
Skeleton Barrel
Bats Tornado Sparky Mega Knight
Tornado
Sparky Skeleton Barrel The Log Mega Knight
The Log
Tornado Sparky Mega Knight
Sparky
Tornado Electro Spirit Bats Skeleton Barrel The Log
Mega Knight
Bats Skeleton Barrel Tornado The Log
Goblinstein

Defense Synergies 1 10

Electro Spirit
The Log
Bats
The Log Sparky Mega Knight
Skeleton Barrel
Mega Knight
Tornado
Sparky The Log Sparky Mega Knight
The Log
Electro Spirit Bats Tornado Sparky Mega Knight
Sparky
Tornado Bats Tornado The Log
Mega Knight
Bats Skeleton Barrel Tornado The Log
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.

Skeleton Barrel The Log Sparky
Sparky Bats The Log Mega Knight
Tornado Sparky Mega Knight Bats
Sparky Bats Mega Knight
Tornado The Log Sparky Mega Knight
Tornado The Log Electro Spirit Bats Mega Knight
Bats Tornado Electro Spirit
Electro Spirit Skeleton Barrel The Log Sparky Mega Knight
Sparky Tornado
Tornado Sparky Mega Knight
Bats Electro Spirit Tornado The Log Mega Knight
Bats Tornado
Sparky Mega Knight Bats The Log
Sparky Mega Knight Electro Spirit Bats Tornado The Log
Sparky Mega Knight
Tornado The Log Sparky Mega Knight
Sparky Mega Knight Bats Tornado
Mega Knight Electro Spirit Bats Tornado The Log
Tornado The Log Electro Spirit Bats Mega Knight
Sparky Tornado
Mega Knight Electro Spirit Bats The Log Sparky
Sparky

Counters to secondary win conditions

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

Mega Knight Sparky
Skeleton Barrel The Log Mega Knight
Mega Knight Bats The Log Sparky
Mega Knight Bats Tornado The Log Sparky
Sparky Mega Knight
Electro Spirit Bats Skeleton Barrel Tornado
Sparky Bats
Mega Knight Sparky
Mega Knight Electro Spirit Bats Tornado The Log Sparky
Sparky
Mega Knight Bats Sparky
Mega Knight Tornado The Log
Mega Knight Sparky
Sparky Mega Knight
Sparky Electro Spirit Bats Tornado The Log
Bats Mega Knight Electro Spirit The Log Sparky
Electro Spirit

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.)

Skeleton Barrel The Log Sparky
Skeleton Barrel Tornado The Log
Skeleton Barrel The Log Sparky
Skeleton Barrel The Log Sparky
The Log Sparky Mega Knight
Electro Spirit Bats Skeleton Barrel Tornado
Tornado The Log Sparky
The Log Skeleton Barrel Tornado
The Log Skeleton Barrel Tornado
Bats Tornado Sparky
Skeleton Barrel Tornado The Log Sparky
Tornado
Skeleton Barrel The Log Sparky
Skeleton Barrel
Skeleton Barrel The Log Sparky
Skeleton Barrel The Log Sparky
Skeleton Barrel The Log Sparky Mega Knight
Tornado Sparky
Bats Sparky
Skeleton Barrel The Log Sparky Mega Knight
Skeleton Barrel Tornado The Log Mega Knight
The Log Sparky Mega Knight
Tornado
Tornado The Log Sparky
Skeleton Barrel The Log
Tornado The Log Electro Spirit Sparky Mega Knight
The Log Skeleton Barrel Tornado Sparky
Skeleton Barrel Tornado The Log Sparky Mega Knight
Skeleton Barrel Tornado The Log Sparky
Bats Tornado Sparky
Electro Spirit Bats Skeleton Barrel
Sparky
The Log Sparky Mega Knight
Electro Spirit Sparky
Sparky Mega Knight
The Log Sparky
Skeleton Barrel Electro Spirit Bats
Tornado
The Log
Sparky Mega Knight
The Log Skeleton Barrel
Tornado Sparky
Sparky Mega Knight
Electro Spirit Bats Tornado The Log Sparky
Bats Tornado
Skeleton Barrel Tornado The Log Sparky Mega Knight
Sparky
Sparky Mega Knight

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