My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding 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 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.

Night Witch

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.

Knight Golem Bandit Night Witch

Offensive cards

Win conditions

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

Hog Rider Golem

Damage spells

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

Fireball The Log

Punishments

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

Hog Rider Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Hog Rider Golem Bandit

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.

Hog Rider Golem Bandit

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
Hog Rider Skeleton Army Bandit Night Witch
Giant Snowball
Hog Rider Skeleton Army Night Witch
Zap
Skeleton Army Bandit Night Witch
Barbarian Barrel
Knight Skeleton Army Bandit Night Witch
The Log
Hog Rider Skeleton Army Bandit
Earthquake
Hog Rider Skeleton Army
Arrows
Skeleton Army Night Witch
Royal Delivery
Knight Hog Rider Skeleton Army Bandit Night Witch
Fireball
Hog Rider Skeleton Army Bandit Night Witch
Poison
Skeleton Army Night Witch
Lightning
Knight Bandit Night Witch
Rocket
Hog Rider Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Knight Skeleton Army Golem Night Witch

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.

Fireball 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.

Fireball

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.

The Log Knight Skeleton Army Bandit Fireball Hog Rider Night Witch Golem

Shortest cycle

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

11 The Log Knight Skeleton Army Bandit

Attack Synergies 5 8

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.

Knight
Hog Rider Fireball The Log Night Witch
Fireball
Hog Rider Golem Knight The Log
Hog Rider
Knight Fireball The Log Bandit
Skeleton Army
Golem
Fireball Night Witch The Log Bandit
The Log
Hog Rider Knight Fireball Golem Bandit
Bandit
Hog Rider Golem The Log
Night Witch
Golem Knight

Defense Synergies 1 9

Knight
Fireball Skeleton Army The Log Night Witch
Fireball
The Log Knight Bandit
Hog Rider
Skeleton Army
Knight The Log Bandit
Golem
The Log
Fireball Knight Skeleton Army Bandit Night Witch
Bandit
Fireball Skeleton Army The Log
Night Witch
Knight 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.

Knight Fireball The Log
Skeleton Army Knight The Log Bandit Night Witch
Skeleton Army Knight Bandit Night Witch
Skeleton Army Night Witch Knight Bandit
Fireball Skeleton Army The Log
Fireball Skeleton Army The Log Bandit Night Witch
Fireball Night Witch
Fireball The Log Bandit
Skeleton Army Night Witch
Knight Skeleton Army Bandit Night Witch
Skeleton Army Knight Fireball The Log Bandit Night Witch
Fireball Night Witch
Skeleton Army Night Witch Knight Fireball The Log Bandit
Fireball Skeleton Army The Log Night Witch
Skeleton Army Knight Bandit
Skeleton Army Fireball The Log Bandit
Knight Fireball Skeleton Army Night Witch
Fireball Knight Skeleton Army The Log Bandit Night Witch
The Log Knight Fireball Bandit
Skeleton Army Knight Fireball The Log Bandit Night Witch

Counters to secondary win conditions

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

Knight Skeleton Army Fireball Bandit
Fireball Bandit Knight The Log
Skeleton Army Bandit Knight The Log
Skeleton Army Knight Fireball The Log Bandit Night Witch
Knight Skeleton Army Bandit Night Witch
Fireball
Skeleton Army Knight Fireball Bandit Night Witch
Knight Skeleton Army
Knight Fireball Skeleton Army The Log Bandit
Skeleton Army
Knight
Skeleton Army Fireball The Log
Skeleton Army Knight Fireball Bandit Night Witch
Fireball Skeleton Army
Skeleton Army Knight Fireball The Log Night Witch
Fireball 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.)

Fireball Knight The Log Bandit
Fireball The Log Bandit
Fireball The Log Bandit
Knight Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
Fireball The Log Bandit
Fireball Night Witch
Knight Fireball The Log Bandit
Fireball
Knight Fireball The Log Bandit
Fireball Bandit
Fireball The Log
Fireball The Log Bandit
Fireball The Log Bandit
Fireball
Night Witch
Fireball The Log Bandit
Fireball The Log
Fireball The Log Night Witch
Fireball
The Log
Fireball The Log
The Log Fireball
Fireball The Log Bandit
Fireball The Log Bandit
Fireball The Log Bandit
Fireball Night Witch
Fireball
Fireball Night Witch
Fireball The Log Bandit Night Witch
Fireball
Fireball The Log
Fireball Skeleton Army Bandit Night Witch
Fireball
The Log Fireball
Fireball Knight
The Log Fireball
Fireball
Fireball The Log
Fireball
Fireball The Log Bandit

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