My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 Firecracker Furnace Night Witch

Defensive buildings

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

Furnace

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 Firecracker Furnace Golem Night Witch Mega Knight

Offensive cards

Win conditions

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

Golem

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.

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.

Golem 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 Golem

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 Night Witch
Giant Snowball
Bats Archers Furnace Night Witch
Zap
Bats Archers Firecracker Furnace Night Witch
Barbarian Barrel
Archers Firecracker Furnace Night Witch
The Log
Archers Firecracker Furnace
Earthquake
Archers Firecracker Furnace
Arrows
Bats Archers Firecracker Furnace Night Witch
Royal Delivery
Bats Archers Firecracker Night Witch
Fireball
Archers Firecracker Furnace Night Witch
Poison
Bats Archers Firecracker Furnace Night Witch
Lightning
Furnace Night Witch
Rocket
Furnace Night Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Furnace 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.

Bats Golem Night Witch Mega Knight

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.

Furnace

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.

Mediocre

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 Firecracker Furnace Night Witch Mega Knight Golem

Shortest cycle

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

10 Bats The Log Archers Firecracker

Attack Synergies 2 10

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 Firecracker Golem
Archers
Golem Mega Knight
Firecracker
Bats Golem Mega Knight
Furnace
Golem
Golem
Night Witch Bats Archers Firecracker Furnace The Log
The Log
Golem Mega Knight
Night Witch
Golem Mega Knight
Mega Knight
Bats Archers Firecracker The Log Night Witch

Defense Synergies 1 12

Bats
Firecracker The Log Mega Knight
Archers
Firecracker Furnace The Log Mega Knight
Firecracker
The Log Bats Archers Night Witch Mega Knight
Furnace
Archers
Golem
The Log
Firecracker Bats Archers Night Witch Mega Knight
Night Witch
Firecracker The Log Mega Knight
Mega Knight
Bats Archers Firecracker The Log Night Witch

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 The Log
Bats Firecracker Furnace The Log Night Witch Mega Knight
Furnace Mega Knight Bats Archers Night Witch
Night Witch Bats Firecracker Furnace Mega Knight
Firecracker The Log Mega Knight
The Log Bats Archers Firecracker Furnace Night Witch Mega Knight
Bats Furnace Archers Firecracker Night Witch
The Log Mega Knight
Furnace Night Witch
Archers Firecracker Night Witch Mega Knight
Bats Archers Firecracker Furnace The Log Night Witch Mega Knight
Bats Archers Firecracker Furnace Night Witch
Furnace Night Witch Mega Knight Bats The Log
Mega Knight Bats Firecracker Furnace The Log Night Witch
Furnace Mega Knight
Furnace The Log Mega Knight
Mega Knight Bats Firecracker Furnace Night Witch
Mega Knight Bats Archers Firecracker Furnace The Log Night Witch
Furnace The Log Bats Archers Firecracker Mega Knight
Mega Knight Bats Archers Firecracker Furnace The Log Night Witch

Counters to secondary win conditions

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

Mega Knight Archers Furnace
Archers Firecracker The Log Mega Knight
Mega Knight Bats Furnace The Log
Mega Knight Bats The Log Night Witch
Night Witch Mega Knight
Firecracker Furnace Bats Archers
Bats Archers Furnace Night Witch
Mega Knight
Mega Knight Bats Firecracker The Log
Mega Knight Bats
Mega Knight The Log
Mega Knight Night Witch
Archers Firecracker Furnace Mega Knight
Bats Archers Firecracker Furnace The Log Night Witch
Bats Mega Knight Archers Firecracker 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.)

Firecracker The Log
Firecracker The Log
The Log
Firecracker The Log
Firecracker Furnace The Log Mega Knight
Firecracker Bats Furnace
Archers Firecracker Furnace The Log
The Log Firecracker
The Log Firecracker
Bats Night Witch
Firecracker The Log
Archers Firecracker
Firecracker The Log
Firecracker
Firecracker Furnace The Log
Firecracker Furnace The Log
Firecracker Furnace The Log Mega Knight
Bats Night Witch
Archers Firecracker The Log Mega Knight
Firecracker The Log Mega Knight
The Log Night Witch Mega Knight
The Log
The Log
Firecracker The Log Furnace Mega Knight
Firecracker The Log
The Log Mega Knight
Firecracker The Log
Bats Archers Firecracker Furnace Night Witch
Bats Firecracker
Night Witch
The Log Night Witch Mega Knight
Firecracker
Mega Knight
Firecracker The Log
Bats Archers Night Witch
Archers Firecracker
The Log
Firecracker Mega Knight
The Log Firecracker
Firecracker Mega Knight
Bats Firecracker The Log
Firecracker Bats
Firecracker The Log Mega Knight

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