My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Great!
F2P score
RIP

1 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 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.

Inferno Dragon

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.

Inferno Dragon 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.

Zap The Log

Punishments

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

Elite Barbarians 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.

Elite Barbarians Hog Rider 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.

Elite Barbarians Hog Rider

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
Elite Barbarians Hog Rider Skeleton Army Inferno Dragon
Giant Snowball
Hog Rider Skeleton Army Inferno Dragon
Zap
Skeleton Army Inferno Dragon
Barbarian Barrel
Elite Barbarians Skeleton Army
The Log
Elite Barbarians Hog Rider Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Elite Barbarians Hog Rider Skeleton Army Inferno Dragon
Fireball
Elite Barbarians Hog Rider Skeleton Army Inferno Dragon
Poison
Skeleton Army
Lightning
Elite Barbarians Inferno Dragon
Rocket
Elite Barbarians Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Skeleton Army Inferno Dragon 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.

Elite Barbarians 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap The Log Skeleton Army Hog Rider Inferno Dragon Elite Barbarians Mega Knight

Shortest cycle

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

7 Mirror Zap The Log Skeleton Army

Attack Synergies 6 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.

Zap
Elite Barbarians Hog Rider Mirror The Log Mega Knight
Elite Barbarians
Zap Hog Rider The Log Mega Knight
Hog Rider
Zap The Log Elite Barbarians Mirror Mega Knight
Mirror
Zap The Log Hog Rider Skeleton Army
Skeleton Army
Mirror
The Log
Hog Rider Mirror Zap Elite Barbarians Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Zap Elite Barbarians Hog Rider The Log

Defense Synergies 3 14

Zap
Mirror Mega Knight Elite Barbarians Skeleton Army The Log Inferno Dragon
Elite Barbarians
Zap The Log Mega Knight
Hog Rider
Mirror
Zap Skeleton Army The Log Inferno Dragon Mega Knight
Skeleton Army
Mirror Zap The Log Inferno Dragon
The Log
Zap Elite Barbarians Mirror Skeleton Army Inferno Dragon Mega Knight
Inferno Dragon
Zap Mirror Skeleton Army The Log Mega Knight
Mega Knight
Zap Elite Barbarians Mirror The Log Inferno Dragon

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.

Zap The Log
Elite Barbarians Skeleton Army Inferno Dragon Zap The Log Mega Knight
Skeleton Army Mega Knight Elite Barbarians Inferno Dragon
Elite Barbarians Skeleton Army Inferno Dragon Mega Knight
Elite Barbarians Skeleton Army The Log Mega Knight
Skeleton Army The Log Zap Mega Knight
Inferno Dragon Zap
Zap The Log Mega Knight
Inferno Dragon Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Mega Knight
Skeleton Army Zap The Log Mega Knight
Inferno Dragon Zap
Skeleton Army Mega Knight Zap Elite Barbarians The Log
Skeleton Army Mega Knight Zap The Log
Elite Barbarians Skeleton Army Inferno Dragon Mega Knight
Skeleton Army Zap Elite Barbarians The Log Inferno Dragon Mega Knight
Mega Knight Elite Barbarians Skeleton Army
Mega Knight Zap Elite Barbarians Skeleton Army The Log
Zap The Log Inferno Dragon Mega Knight
Elite Barbarians Inferno Dragon
Skeleton Army Mega Knight Elite Barbarians The Log
Inferno Dragon

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Elite Barbarians
Zap Elite Barbarians The Log Inferno Dragon Mega Knight
Skeleton Army Mega Knight Zap Elite Barbarians The Log
Skeleton Army Mega Knight Zap Elite Barbarians The Log
Elite Barbarians Skeleton Army Inferno Dragon Mega Knight
Zap
Skeleton Army Elite Barbarians
Mega Knight Elite Barbarians Skeleton Army Inferno Dragon
Zap Mega Knight Elite Barbarians Skeleton Army The Log Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Elite Barbarians
Skeleton Army Mega Knight Zap Elite Barbarians The Log
Elite Barbarians Skeleton Army Mega Knight
Skeleton Army Mega Knight
Elite Barbarians Skeleton Army Zap The Log Inferno Dragon
Mega Knight Zap Elite Barbarians The Log Inferno Dragon
Zap

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
Zap The Log
The Log
The Log
Zap The Log Mega Knight
Zap
The Log
The Log Zap
The Log Zap
Elite Barbarians
Zap The Log
Zap
Elite Barbarians The Log
Zap Elite Barbarians The Log
Zap The Log
The Log Mega Knight
Zap The Log Mega Knight
Zap The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap The Log Mega Knight
Inferno Dragon
The Log Zap
Zap The Log Mega Knight
Zap The Log
Elite Barbarians Zap
Zap
Elite Barbarians
Zap The Log Mega Knight
Zap
Mega Knight
The Log
Zap Skeleton Army
Zap
The Log
Mega Knight
The Log Zap
Zap
Elite Barbarians Mega Knight
Zap Elite Barbarians The Log
Zap
Zap The Log Mega Knight
Inferno Dragon
Mega Knight

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