My Best Clash Royale Deck

Deck Check Rating

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

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 Archers Minions Minion Horde

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 Archers Royal Giant Giant Skeleton

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

The Log

Punishments

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

Royal Giant

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.

Minion Horde Royal Giant Giant Skeleton

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.

Giant Skeleton

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 Archers Minions Minion Horde Royal Giant Skeleton Army Giant Skeleton
Giant Snowball
Bats Archers Minions Minion Horde Skeleton Army
Zap
Bats Archers Minions Minion Horde Royal Giant Skeleton Army
Barbarian Barrel
Archers Skeleton Army Giant Skeleton
The Log
Archers Royal Giant Skeleton Army Giant Skeleton
Earthquake
Archers Skeleton Army
Arrows
Bats Archers Minions Minion Horde Skeleton Army
Royal Delivery
Bats Archers Minions Minion Horde Skeleton Army Giant Skeleton
Fireball
Archers Minions Minion Horde Skeleton Army
Poison
Bats Archers Minions Minion Horde Skeleton Army
Lightning
Rocket
Minion Horde

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

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 Skeleton Army Giant Skeleton

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.

Royal Giant Skeleton Army

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.

Minions Minion Horde

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Archers Minions Skeleton Army Minion Horde Royal Giant Giant Skeleton

Shortest cycle

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

10 Bats The Log Archers Minions

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.

Bats
Royal Giant Giant Skeleton Minions
Archers
Royal Giant Giant Skeleton
Minions
Royal Giant Bats Giant Skeleton
Minion Horde
Royal Giant Giant Skeleton
Royal Giant
Bats Minions Archers Minion Horde Giant Skeleton The Log
Skeleton Army
Giant Skeleton
Bats Archers Minions Minion Horde Royal Giant The Log
The Log
Royal Giant Giant Skeleton

Defense Synergies 0 13

Bats
Minions Giant Skeleton The Log
Archers
Minions Skeleton Army Giant Skeleton The Log
Minions
Bats Archers Giant Skeleton The Log
Minion Horde
The Log
Royal Giant
Skeleton Army
Archers Giant Skeleton The Log
Giant Skeleton
Bats Archers Minions Skeleton Army The Log
The Log
Bats Archers Minions Minion Horde Skeleton Army Giant Skeleton

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.

Minions Minion Horde The Log
Minion Horde Skeleton Army Bats Minions The Log
Minion Horde Skeleton Army Bats Archers Minions Giant Skeleton
Minion Horde Skeleton Army Bats Minions
Skeleton Army Giant Skeleton The Log
Skeleton Army The Log Bats Archers Minions
Bats Minions Minion Horde Archers
Giant Skeleton The Log
Minion Horde Minions Skeleton Army
Skeleton Army Archers Minion Horde Giant Skeleton
Bats Archers Minions Minion Horde Skeleton Army Giant Skeleton The Log
Minions Minion Horde Bats Archers
Minion Horde Skeleton Army Bats Minions Giant Skeleton The Log
Skeleton Army Bats Minions Minion Horde The Log
Skeleton Army Minion Horde
Minion Horde Skeleton Army The Log
Minion Horde Bats Minions Skeleton Army
Bats Archers Minions Minion Horde Skeleton Army The Log
The Log Bats Archers Minions Giant Skeleton
Skeleton Army Bats Archers Minions Minion Horde Giant Skeleton The Log

Counters to secondary win conditions

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

Skeleton Army Archers Giant Skeleton
Archers The Log
Skeleton Army Giant Skeleton Bats Minions Minion Horde The Log
Skeleton Army Giant Skeleton Bats Minion Horde The Log
Giant Skeleton Minion Horde Skeleton Army
Bats Archers Minions Minion Horde
Skeleton Army Bats Archers Minions Minion Horde Giant Skeleton
Giant Skeleton Minion Horde Skeleton Army
Minion Horde Giant Skeleton Bats Minions Skeleton Army The Log
Minion Horde Skeleton Army
Bats Minions Minion Horde Giant Skeleton
Skeleton Army Giant Skeleton The Log
Skeleton Army Giant Skeleton Minion Horde
Archers Minion Horde Skeleton Army
Skeleton Army Bats Archers Minions Minion Horde Giant Skeleton The Log
Bats Minions Archers Minion Horde Giant Skeleton 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.)

Minion Horde Giant Skeleton The Log
The Log
Minion Horde Giant Skeleton The Log
Giant Skeleton The Log
Minion Horde The Log
Bats Minions Minion Horde
Archers Minion Horde The Log
The Log
The Log
Bats Minions Minion Horde
Minion Horde The Log
Archers
The Log
Minions Minion Horde
The Log
Minion Horde The Log
Minion Horde The Log
Bats Minions Minion Horde
Archers The Log
The Log
Minions Minion Horde Giant Skeleton The Log
The Log
Minion Horde The Log
The Log
Minion Horde
The Log
The Log
The Log
Bats Archers Minion Horde
Bats Minions Minion Horde
Minion Horde
Minion Horde The Log
Minion Horde
Minion Horde Giant Skeleton
The Log
Minion Horde Bats Archers Minions Skeleton Army
Archers
The Log
Minion Horde
The Log
Giant Skeleton
Minion Horde
Bats Minions Minion Horde Giant Skeleton The Log
Bats
Giant Skeleton The Log

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