My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Wizard

Defensive buildings

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

Goblin Cage

Investments

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

Bats Royal Giant Goblin Cage Wizard Mega Knight

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel

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 Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Royal Giant 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.

Goblin Barrel

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 Royal Giant Goblin Barrel Skeleton Army
Giant Snowball
Bats Goblin Barrel Skeleton Army
Zap
Bats Royal Giant Goblin Barrel Skeleton Army
Barbarian Barrel
Goblin Cage Wizard Goblin Barrel Skeleton Army
The Log
Royal Giant Goblin Cage Goblin Barrel Skeleton Army
Earthquake
Goblin Cage Goblin Barrel Skeleton Army
Arrows
Bats Goblin Barrel Skeleton Army
Royal Delivery
Bats Goblin Cage Wizard Goblin Barrel Skeleton Army
Fireball
Goblin Cage Wizard Goblin Barrel Skeleton Army
Poison
Bats Goblin Cage Wizard Skeleton Army
Lightning
Goblin Cage Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Bats Skeleton Army 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.

Royal Giant Goblin Barrel 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.

Wizard Goblin Barrel

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 Goblin Barrel Skeleton Army Goblin Cage Wizard Royal Giant Mega Knight

Shortest cycle

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

10 Bats The Log Goblin Barrel Skeleton Army

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.

Bats
Royal Giant Mega Knight Goblin Cage Goblin Barrel
Royal Giant
Bats Goblin Barrel Wizard The Log
Goblin Cage
Bats Goblin Barrel The Log
Wizard
Royal Giant Mega Knight
Goblin Barrel
Royal Giant Bats Goblin Cage Skeleton Army Mega Knight
Skeleton Army
Goblin Barrel
The Log
Royal Giant Goblin Cage Mega Knight
Mega Knight
Bats Wizard Goblin Barrel The Log

Defense Synergies 0 11

Bats
Goblin Cage The Log Mega Knight
Royal Giant
Goblin Cage
Bats Wizard Skeleton Army The Log
Wizard
Goblin Cage Skeleton Army The Log Mega Knight
Goblin Barrel
Skeleton Army
Goblin Cage Wizard The Log
The Log
Bats Goblin Cage Wizard Skeleton Army Mega Knight
Mega Knight
Bats Wizard 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.

Goblin Cage Wizard The Log
Skeleton Army Bats Goblin Cage The Log Mega Knight
Goblin Cage Skeleton Army Mega Knight Bats
Goblin Cage Skeleton Army Bats Mega Knight
Goblin Cage Skeleton Army The Log Mega Knight
Skeleton Army The Log Bats Mega Knight
Bats Goblin Cage Wizard
Goblin Cage The Log Mega Knight
Goblin Cage Skeleton Army
Skeleton Army Mega Knight
Bats Skeleton Army Wizard The Log Mega Knight
Bats Wizard
Goblin Cage Skeleton Army Mega Knight Bats Wizard The Log
Wizard Skeleton Army Mega Knight Bats Goblin Cage The Log
Skeleton Army Goblin Cage Mega Knight
Skeleton Army Goblin Cage The Log Mega Knight
Wizard Mega Knight Bats Goblin Cage Skeleton Army
Goblin Cage Mega Knight Bats Wizard Skeleton Army The Log
Goblin Cage Wizard The Log Bats Mega Knight
Goblin Cage
Wizard Skeleton Army Mega Knight Bats The Log

Counters to secondary win conditions

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

Skeleton Army Mega Knight Goblin Cage
Wizard The Log Mega Knight
Skeleton Army Mega Knight Bats Goblin Cage The Log
Skeleton Army Mega Knight Bats Goblin Cage The Log
Goblin Cage Skeleton Army Mega Knight
Wizard Bats
Skeleton Army Bats Goblin Cage
Mega Knight Goblin Cage Skeleton Army
Goblin Cage Mega Knight Bats Skeleton Army The Log
Goblin Cage Skeleton Army
Mega Knight Bats Goblin Cage
Skeleton Army Mega Knight Goblin Cage The Log
Skeleton Army Mega Knight Goblin Cage Wizard
Wizard Goblin Cage Skeleton Army Mega Knight
Skeleton Army Bats Goblin Cage The Log
Bats Mega Knight Goblin Cage Wizard 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.)

The Log
The Log
The Log
The Log
Wizard The Log Mega Knight
Wizard Bats
Wizard The Log
The Log Wizard
The Log Wizard
Bats
Wizard The Log
Wizard
The Log
The Log
Wizard The Log
Wizard The Log Mega Knight
Bats
Wizard The Log Mega Knight
Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
The Log Wizard Mega Knight
The Log Wizard
Wizard The Log Mega Knight
The Log
Bats Wizard
Bats Wizard
Wizard The Log Mega Knight
Mega Knight
Wizard The Log
Bats Skeleton Army
Wizard
The Log
Wizard Mega Knight
The Log Wizard
Mega Knight
Bats The Log
Bats
The Log Mega Knight

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