My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Good
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 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 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.

Wizard

Defensive buildings

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

Bomb Tower

Investments

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

Wizard Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Rage The Log

Punishments

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

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.

Barbarians 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
Goblin Barrel Skeleton Army
Giant Snowball
Barbarians Goblin Barrel Skeleton Army
Zap
Goblin Barrel Skeleton Army
Barbarian Barrel
Barbarians Bomb Tower Wizard Goblin Barrel Skeleton Army
The Log
Barbarians Goblin Barrel Skeleton Army
Earthquake
Barbarians Bomb Tower Goblin Barrel Skeleton Army
Arrows
Goblin Barrel Skeleton Army
Royal Delivery
Barbarians Wizard Goblin Barrel Skeleton Army
Fireball
Barbarians Bomb Tower Wizard Goblin Barrel Skeleton Army
Poison
Barbarians Bomb Tower Wizard Skeleton Army
Lightning
Bomb Tower Wizard
Rocket
Barbarians Bomb Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower 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.

Rage 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.

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.

Barbarians 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage The Log Goblin Barrel Skeleton Army Bomb Tower Barbarians Wizard Mega Knight

Shortest cycle

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

10 Rage The Log Goblin Barrel Skeleton Army

Attack Synergies 0 5

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.

Barbarians
Bomb Tower
Wizard
Rage Mega Knight
Rage
Wizard
Goblin Barrel
Skeleton Army Mega Knight
Skeleton Army
Goblin Barrel
The Log
Mega Knight
Mega Knight
Wizard Goblin Barrel The Log

Defense Synergies 1 7

Barbarians
Skeleton Army
Bomb Tower
The Log Skeleton Army
Wizard
Skeleton Army The Log Mega Knight
Rage
Goblin Barrel
Skeleton Army
Barbarians Bomb Tower Wizard The Log
The Log
Bomb Tower Wizard Skeleton Army Mega Knight
Mega Knight
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.

Wizard The Log
Barbarians Bomb Tower Skeleton Army The Log Mega Knight
Barbarians Bomb Tower Skeleton Army Mega Knight
Barbarians Bomb Tower Skeleton Army Mega Knight
Barbarians Bomb Tower Skeleton Army The Log Mega Knight
Skeleton Army The Log Bomb Tower Mega Knight
Bomb Tower Wizard
Barbarians Bomb Tower The Log Mega Knight
Barbarians Bomb Tower Skeleton Army
Skeleton Army Barbarians Mega Knight
Barbarians Skeleton Army Bomb Tower Wizard The Log Mega Knight
Wizard
Barbarians Bomb Tower Skeleton Army Mega Knight Wizard The Log
Bomb Tower Wizard Skeleton Army Mega Knight Barbarians The Log
Barbarians Skeleton Army Bomb Tower Mega Knight
Barbarians Bomb Tower Skeleton Army The Log Mega Knight
Barbarians Bomb Tower Wizard Mega Knight Skeleton Army
Bomb Tower Mega Knight Barbarians Wizard Skeleton Army The Log
Bomb Tower Wizard The Log Barbarians Mega Knight
Barbarians Bomb Tower
Wizard Skeleton Army Mega Knight Barbarians Bomb Tower The Log

Counters to secondary win conditions

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

Barbarians Skeleton Army Mega Knight
Bomb Tower Wizard The Log Mega Knight
Barbarians Skeleton Army Mega Knight Bomb Tower The Log
Skeleton Army Mega Knight Barbarians The Log
Barbarians Skeleton Army Mega Knight
Wizard Bomb Tower
Skeleton Army Barbarians Bomb Tower
Mega Knight Barbarians Bomb Tower Skeleton Army
Mega Knight Barbarians Bomb Tower Skeleton Army The Log
Barbarians Skeleton Army
Mega Knight Barbarians Bomb Tower
Skeleton Army Mega Knight Barbarians The Log
Barbarians Skeleton Army Mega Knight Bomb Tower Wizard
Wizard Barbarians Bomb Tower Skeleton Army Mega Knight
Barbarians Skeleton Army Bomb Tower The Log
Mega Knight Barbarians Bomb Tower 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
Barbarians The Log
Wizard The Log Mega Knight
Wizard
Wizard The Log
The Log Wizard
The Log Wizard
Wizard The Log
Wizard
The Log
The Log
Wizard The Log
Wizard The Log Mega Knight
Wizard The Log Mega Knight
Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
Barbarians The Log
The Log Wizard Mega Knight
The Log Wizard
Wizard The Log Mega Knight
The Log
Wizard
Wizard
Wizard The Log Mega Knight
Mega Knight
Wizard The Log
Barbarians Skeleton Army
Wizard
The Log
Wizard Mega Knight
The Log Wizard
Mega Knight
The Log
The Log Mega Knight

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