My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon Electro Wizard

Defensive buildings

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

Mortar

Investments

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

Royal Giant Baby Dragon Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Mortar Royal Giant

Damage spells

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

Poison The Log

Punishments

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

Mortar Royal Giant Mega Knight

Pump responses

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

Poison

Dropped at the bridge

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

Mortar Royal Giant Baby Dragon 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.

Electro Wizard

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
Royal Giant
Giant Snowball
Baby Dragon
Zap
Mortar Royal Giant
Barbarian Barrel
Mortar Electro Wizard
The Log
Royal Giant
Earthquake
Mortar
Arrows
Royal Delivery
Baby Dragon Electro Wizard
Fireball
Mortar Baby Dragon Electro Wizard
Poison
Mortar Electro Wizard
Lightning
Mortar Baby Dragon Electro Wizard
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Poison

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Baby Dragon Poison 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.

Baby Dragon Poison 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

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.

Electro Wizard

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.

Mirror The Log Mortar Baby Dragon Poison Electro Wizard Royal Giant Mega Knight

Shortest cycle

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

10 Mirror The Log Mortar Baby Dragon

Attack Synergies 3 14

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.

Mortar
Royal Giant Baby Dragon The Log
Royal Giant
Mortar Poison Mirror Baby Dragon The Log Electro Wizard
Mirror
The Log Royal Giant Poison
Baby Dragon
Mortar Royal Giant Poison Electro Wizard Mega Knight
Poison
Royal Giant Mirror Baby Dragon The Log Mega Knight
The Log
Mirror Mortar Royal Giant Poison Mega Knight
Electro Wizard
Royal Giant Baby Dragon Mega Knight
Mega Knight
Baby Dragon Poison The Log Electro Wizard

Defense Synergies 0 17

Mortar
Mirror Baby Dragon Poison The Log Electro Wizard
Royal Giant
Mirror
Mortar Poison The Log Electro Wizard Mega Knight
Baby Dragon
Mortar The Log Mega Knight
Poison
Mortar Mirror The Log Electro Wizard Mega Knight
The Log
Mortar Mirror Baby Dragon Poison Electro Wizard Mega Knight
Electro Wizard
Mortar Mirror Poison The Log Mega Knight
Mega Knight
Mirror Baby Dragon Poison The Log Electro Wizard

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.

Mortar Baby Dragon The Log Electro Wizard
Mortar The Log Electro Wizard Mega Knight
Mortar Mega Knight Electro Wizard
Mortar Electro Wizard Mega Knight
Poison The Log Mega Knight
The Log Baby Dragon Electro Wizard Mega Knight
Electro Wizard Mortar Baby Dragon Poison
Baby Dragon Poison The Log Electro Wizard Mega Knight
Mortar
Electro Wizard Mega Knight
Poison Electro Wizard Baby Dragon The Log Mega Knight
Baby Dragon Poison Electro Wizard
Mortar Mega Knight The Log Electro Wizard
Mega Knight Mortar Baby Dragon Poison The Log Electro Wizard
Mortar Electro Wizard Mega Knight
Mortar The Log Electro Wizard Mega Knight
Mega Knight Mortar Poison Electro Wizard
Mortar Mega Knight Baby Dragon The Log Electro Wizard
Mortar Baby Dragon Poison The Log Electro Wizard Mega Knight
Mortar Electro Wizard
Mega Knight Baby Dragon Poison The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight Electro Wizard
Poison Electro Wizard Mortar Baby Dragon The Log Mega Knight
Mega Knight The Log Electro Wizard
Mega Knight The Log Electro Wizard
Mega Knight
Poison Baby Dragon Electro Wizard
Electro Wizard
Mega Knight
Electro Wizard Mega Knight Mortar Baby Dragon Poison The Log
Mega Knight
Mega Knight Poison The Log Electro Wizard
Mega Knight
Baby Dragon Mega Knight
Electro Wizard Mortar Baby Dragon Poison The Log
Poison Mega Knight Baby Dragon The Log Electro Wizard
Mortar

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.)

Poison Mortar Baby Dragon The Log
Mortar Poison Baby Dragon The Log Electro Wizard
Baby Dragon Poison The Log
Poison The Log
Poison Mortar Baby Dragon The Log Mega Knight
Poison Baby Dragon
Mortar Baby Dragon Poison The Log
Poison The Log Baby Dragon
Poison The Log Mortar
Poison Electro Wizard
Poison Mortar The Log Electro Wizard
Poison Baby Dragon
Poison Mortar Baby Dragon The Log
Mortar Baby Dragon Poison
Mortar Baby Dragon Poison The Log
Mortar Baby Dragon Poison The Log
Mortar Baby Dragon Poison The Log Mega Knight
Mortar Poison
Mortar Baby Dragon Poison The Log Electro Wizard Mega Knight
Mortar Baby Dragon Poison The Log Mega Knight
Baby Dragon Poison The Log Mega Knight
Poison
The Log
Mortar Baby Dragon Poison The Log
Poison The Log Mortar Baby Dragon Mega Knight
Mortar Poison The Log Baby Dragon Electro Wizard
Mortar Baby Dragon Poison The Log Mega Knight
Poison Mortar Baby Dragon The Log
Poison Baby Dragon Electro Wizard
Electro Wizard Poison
Poison Mortar The Log Mega Knight
Poison Electro Wizard
Mega Knight
Poison The Log
Electro Wizard
Poison Baby Dragon Electro Wizard
The Log
Poison Baby Dragon Electro Wizard Mega Knight
The Log Mortar Baby Dragon Poison
Poison
Mega Knight
Baby Dragon Poison The Log Electro Wizard
Poison Electro Wizard
Poison Mortar Baby Dragon The Log Electro Wizard Mega Knight

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