My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 Magic Archer Ram Rider

Defensive buildings

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

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bats Magic Archer Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram 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.

Ram 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.

Magic Archer Ram 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.

Magic Archer Ram 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
Skeletons Bats Ram Rider
Giant Snowball
Skeletons Bats Cannon Ram Rider
Zap
Skeletons Bats Cannon Ram Rider
Barbarian Barrel
Skeletons Cannon Magic Archer
The Log
Skeletons Cannon Ram Rider
Earthquake
Skeletons Cannon
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Magic Archer Ram Rider
Fireball
Cannon Magic Archer Ram Rider
Poison
Bats Cannon Magic Archer
Lightning
Cannon Magic Archer Ram Rider
Rocket
Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Magic Archer 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 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.

Skeletons Bats Zap The Log Cannon Magic Archer Ram Rider Mega Knight

Shortest cycle

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

7 Skeletons Bats Zap The Log

Attack Synergies 3 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.

Skeletons
Bats
Mega Knight Zap Ram Rider
Zap
Ram Rider Bats The Log Magic Archer Mega Knight
Cannon
The Log
Zap Magic Archer Ram Rider Mega Knight
Magic Archer
Ram Rider Zap The Log Mega Knight
Ram Rider
Zap Magic Archer Bats The Log Mega Knight
Mega Knight
Bats Zap The Log Magic Archer Ram Rider

Defense Synergies 4 18

Skeletons
Cannon Bats Zap The Log Magic Archer Ram Rider
Bats
Skeletons Zap Cannon The Log Mega Knight
Zap
Cannon Mega Knight Skeletons Bats The Log Magic Archer Ram Rider
Cannon
Skeletons Zap The Log Bats Magic Archer
The Log
Cannon Skeletons Bats Zap Magic Archer Ram Rider Mega Knight
Magic Archer
Skeletons Zap Cannon The Log Ram Rider Mega Knight
Ram Rider
Skeletons Zap The Log Magic Archer
Mega Knight
Zap Bats The Log Magic Archer

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 Cannon The Log Magic Archer Ram Rider
Skeletons Bats Zap Cannon The Log Ram Rider Mega Knight
Cannon Ram Rider Mega Knight Skeletons Bats
Cannon Skeletons Bats Ram Rider Mega Knight
The Log Mega Knight
The Log Skeletons Bats Zap Cannon Magic Archer Mega Knight
Bats Ram Rider Zap Cannon Magic Archer
Zap Cannon The Log Magic Archer Ram Rider Mega Knight
Cannon Skeletons
Skeletons Cannon Mega Knight
Bats Skeletons Zap Cannon The Log Magic Archer Ram Rider Mega Knight
Bats Zap Magic Archer Ram Rider
Cannon Mega Knight Skeletons Bats Zap The Log Ram Rider
Mega Knight Bats Zap Cannon The Log Magic Archer
Cannon Ram Rider Mega Knight
Zap Cannon The Log Ram Rider Mega Knight
Mega Knight Skeletons Bats Cannon
Cannon Mega Knight Bats Zap The Log Magic Archer Ram Rider
Zap The Log Bats Cannon Magic Archer Ram Rider Mega Knight
Cannon Ram Rider
Mega Knight Bats Cannon The Log

Counters to secondary win conditions

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

Mega Knight Skeletons Zap
Zap The Log Magic Archer Mega Knight
Mega Knight Skeletons Bats Zap The Log Ram Rider
Mega Knight Bats Zap The Log Ram Rider
Skeletons Cannon Ram Rider Mega Knight
Skeletons Bats Zap Magic Archer Ram Rider
Skeletons Bats Ram Rider
Mega Knight
Zap Mega Knight Skeletons Bats The Log Magic Archer
Skeletons Cannon
Mega Knight Bats
Mega Knight Zap The Log
Mega Knight Skeletons Cannon Ram Rider
Cannon Magic Archer Mega Knight
Skeletons Bats Zap The Log Magic Archer
Bats Mega Knight Zap Cannon The Log Magic Archer

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.)

Magic Archer The Log
Zap The Log Magic Archer Ram Rider
The Log Magic Archer
The Log
Zap The Log Magic Archer Mega Knight
Bats Zap Magic Archer Ram Rider
The Log Magic Archer
The Log Zap Magic Archer Ram Rider
The Log Zap Ram Rider
Bats
Zap The Log Magic Archer Ram Rider
Zap Magic Archer
The Log Magic Archer
Magic Archer
Zap The Log Magic Archer
Zap The Log Magic Archer
Magic Archer The Log Mega Knight
Bats
Zap The Log Magic Archer Mega Knight
Zap The Log Magic Archer Mega Knight
The Log Magic Archer Mega Knight
The Log
Zap The Log
Zap The Log Magic Archer Mega Knight
The Log Zap Magic Archer Ram Rider
Zap The Log Magic Archer Ram Rider Mega Knight
Zap The Log Magic Archer
Bats Zap Magic Archer
Zap Bats
Zap The Log Magic Archer Mega Knight
Zap Magic Archer
Mega Knight
The Log Magic Archer
Zap Bats Magic Archer
Zap Magic Archer Ram Rider
The Log
Magic Archer Mega Knight
The Log Zap Magic Archer
Zap
Mega Knight
Zap Bats The Log Magic Archer
Bats Zap Magic Archer
Zap The Log Magic Archer Mega Knight

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