My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon Hunter

Defensive buildings

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

X-Bow

Investments

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

Giant Baby Dragon Hunter X-Bow Mega Knight

Offensive cards

Win conditions

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

Giant Goblin Barrel X-Bow

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.

Giant Goblin Barrel X-Bow 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.

Giant Baby Dragon X-Bow 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
Giant Goblin Barrel Skeleton Army
Giant Snowball
Goblin Barrel Skeleton Army Baby Dragon
Zap
Goblin Barrel Skeleton Army X-Bow
Barbarian Barrel
Goblin Barrel Skeleton Army Hunter X-Bow
The Log
Goblin Barrel Skeleton Army Hunter X-Bow
Earthquake
Goblin Barrel Skeleton Army X-Bow
Arrows
Goblin Barrel Skeleton Army
Royal Delivery
Goblin Barrel Skeleton Army Baby Dragon Hunter
Fireball
Goblin Barrel Skeleton Army Baby Dragon Hunter X-Bow
Poison
Skeleton Army Hunter X-Bow
Lightning
Baby Dragon Hunter X-Bow
Rocket
Hunter X-Bow

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Hunter 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.

Skeleton Army Baby Dragon 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.

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

The Log Goblin Barrel Skeleton Army Baby Dragon Hunter Giant X-Bow Mega Knight

Shortest cycle

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

12 The Log Goblin Barrel Skeleton Army Baby Dragon

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.

Giant
Goblin Barrel Hunter Baby Dragon The Log
Goblin Barrel
Giant Skeleton Army Baby Dragon Mega Knight
Skeleton Army
Goblin Barrel X-Bow
Baby Dragon
Giant Goblin Barrel Mega Knight
Hunter
Giant X-Bow Mega Knight
X-Bow
The Log Skeleton Army Hunter
The Log
X-Bow Giant Mega Knight
Mega Knight
Goblin Barrel Baby Dragon Hunter The Log

Defense Synergies 1 7

Giant
Goblin Barrel
Skeleton Army
X-Bow The Log
Baby Dragon
The Log Mega Knight
Hunter
The Log Mega Knight
X-Bow
The Log Skeleton Army
The Log
X-Bow Skeleton Army Baby Dragon Hunter Mega Knight
Mega Knight
Baby Dragon Hunter 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.

Baby Dragon X-Bow The Log
Skeleton Army Hunter X-Bow The Log Mega Knight
Skeleton Army Hunter Mega Knight
Skeleton Army Hunter Mega Knight
Skeleton Army X-Bow The Log Mega Knight
Skeleton Army The Log Baby Dragon Hunter X-Bow Mega Knight
Hunter Baby Dragon X-Bow
Baby Dragon X-Bow The Log Mega Knight
Hunter Skeleton Army X-Bow
Skeleton Army Hunter Mega Knight
Skeleton Army Baby Dragon Hunter X-Bow The Log Mega Knight
Hunter Baby Dragon
Skeleton Army Hunter Mega Knight X-Bow The Log
Skeleton Army Mega Knight Baby Dragon Hunter X-Bow The Log
Skeleton Army Hunter X-Bow Mega Knight
Skeleton Army Hunter X-Bow The Log Mega Knight
Mega Knight Skeleton Army Hunter X-Bow
Mega Knight Skeleton Army Baby Dragon Hunter X-Bow The Log
Baby Dragon Hunter The Log Mega Knight
Hunter
Skeleton Army Mega Knight Baby Dragon Hunter The Log

Counters to secondary win conditions

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

Skeleton Army Mega Knight X-Bow
Baby Dragon Hunter X-Bow The Log Mega Knight
Skeleton Army Mega Knight Hunter The Log
Skeleton Army Hunter Mega Knight X-Bow The Log
Skeleton Army Hunter Mega Knight
Baby Dragon Hunter
Skeleton Army Hunter
Mega Knight Skeleton Army Hunter
Mega Knight Skeleton Army Baby Dragon X-Bow The Log
Skeleton Army
Mega Knight Hunter
Skeleton Army Mega Knight The Log
Skeleton Army Mega Knight Hunter
Skeleton Army Baby Dragon Mega Knight
Skeleton Army Baby Dragon Hunter X-Bow The Log
Mega Knight Baby Dragon Hunter 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.)

Baby Dragon X-Bow The Log
Baby Dragon X-Bow The Log
Baby Dragon X-Bow The Log
The Log
Baby Dragon The Log Mega Knight
Baby Dragon Hunter
Baby Dragon The Log
X-Bow The Log Baby Dragon Hunter
The Log X-Bow
X-Bow
X-Bow The Log
Baby Dragon
Baby Dragon Hunter The Log
Baby Dragon X-Bow
Baby Dragon X-Bow The Log
X-Bow Baby Dragon Hunter The Log
Baby Dragon X-Bow The Log Mega Knight
Baby Dragon Hunter X-Bow The Log Mega Knight
Baby Dragon X-Bow The Log Mega Knight
Baby Dragon X-Bow The Log Mega Knight
X-Bow The Log
Baby Dragon X-Bow The Log
The Log Baby Dragon Hunter Mega Knight
X-Bow The Log Baby Dragon Hunter
Baby Dragon X-Bow The Log Mega Knight
Baby Dragon X-Bow The Log
Baby Dragon Hunter X-Bow
Hunter X-Bow The Log Mega Knight
Mega Knight
The Log
Skeleton Army X-Bow
Baby Dragon Hunter
The Log
Baby Dragon Hunter Mega Knight
The Log Baby Dragon
Mega Knight
Baby Dragon The Log
Baby Dragon X-Bow The Log Mega Knight

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