My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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!
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 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!
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.

Missing

Investments

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

Royal Recruits Elixir Golem Wizard Mega Knight Golden Knight

Offensive cards

Win conditions

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

Elixir Golem

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 Recruits Elixir Golem Mega Knight Golden 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.

Barbarians Royal Recruits Elixir Golem 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.

Golden Knight

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 Recruits Elixir Golem Skeleton Army
Giant Snowball
Barbarians Royal Recruits Skeleton Army
Zap
Skeleton Army
Barbarian Barrel
Barbarians Royal Recruits Elixir Golem Wizard Skeleton Army
The Log
Barbarians Royal Recruits Elixir Golem Skeleton Army
Earthquake
Barbarians Elixir Golem Skeleton Army
Arrows
Royal Recruits Skeleton Army
Royal Delivery
Barbarians Royal Recruits Elixir Golem Wizard Skeleton Army
Fireball
Barbarians Elixir Golem Wizard Skeleton Army
Poison
Barbarians Royal Recruits Elixir Golem Wizard Skeleton Army
Lightning
Wizard
Rocket
Barbarians 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.

Royal Recruits Elixir Golem 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.

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Elixir Golem Skeleton Army Golden Knight Barbarians Wizard Royal Recruits Mega Knight

Shortest cycle

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

12 The Log Elixir Golem Skeleton Army Golden Knight

Attack Synergies 0 4

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
Royal Recruits
Elixir Golem
Wizard The Log
Wizard
Elixir Golem Mega Knight
Skeleton Army
The Log
Elixir Golem Mega Knight
Mega Knight
Wizard The Log
Golden Knight

Defense Synergies 0 10

Barbarians
Skeleton Army
Royal Recruits
Skeleton Army The Log
Elixir Golem
Wizard
Skeleton Army The Log Mega Knight Golden Knight
Skeleton Army
Barbarians Royal Recruits Wizard The Log
The Log
Royal Recruits Wizard Skeleton Army Mega Knight Golden Knight
Mega Knight
Wizard The Log
Golden 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.

Royal Recruits Wizard The Log Golden Knight
Barbarians Skeleton Army Royal Recruits The Log Mega Knight
Barbarians Skeleton Army Mega Knight Royal Recruits
Barbarians Royal Recruits Skeleton Army Mega Knight
Barbarians Royal Recruits Skeleton Army The Log Mega Knight
Skeleton Army The Log Mega Knight
Wizard
Barbarians Royal Recruits The Log Mega Knight Golden Knight
Barbarians Royal Recruits Skeleton Army
Skeleton Army Barbarians Royal Recruits Mega Knight
Barbarians Skeleton Army Royal Recruits Wizard The Log Mega Knight
Wizard
Barbarians Royal Recruits Skeleton Army Mega Knight Wizard The Log
Wizard Skeleton Army Mega Knight Barbarians Royal Recruits The Log Golden Knight
Barbarians Royal Recruits Skeleton Army Mega Knight
Barbarians Skeleton Army Royal Recruits The Log Mega Knight
Barbarians Wizard Mega Knight Royal Recruits Skeleton Army
Mega Knight Barbarians Royal Recruits Wizard Skeleton Army The Log Golden Knight
Wizard The Log Barbarians Royal Recruits Mega Knight
Barbarians Royal Recruits
Royal Recruits Wizard Skeleton Army Mega Knight Barbarians The Log

Counters to secondary win conditions

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

Barbarians Royal Recruits Skeleton Army Mega Knight
Wizard The Log Mega Knight
Barbarians Royal Recruits Skeleton Army Mega Knight The Log Golden Knight
Royal Recruits Skeleton Army Mega Knight Barbarians The Log
Barbarians Royal Recruits Skeleton Army Mega Knight
Wizard
Royal Recruits Skeleton Army Barbarians
Mega Knight Barbarians Royal Recruits Skeleton Army
Royal Recruits Mega Knight Barbarians Skeleton Army The Log
Royal Recruits Barbarians Skeleton Army
Mega Knight Barbarians Royal Recruits Golden Knight
Royal Recruits Skeleton Army Mega Knight Barbarians The Log
Barbarians Royal Recruits Skeleton Army Mega Knight Wizard Golden Knight
Royal Recruits Wizard Barbarians Skeleton Army Mega Knight
Barbarians Royal Recruits Skeleton Army The Log Golden Knight
Mega Knight Barbarians Royal Recruits Wizard The Log Golden Knight
Mega Knight
Skeleton Army

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.)

Royal Recruits The Log Golden Knight
The Log Golden Knight
The Log
Barbarians Royal Recruits The Log
Wizard The Log Mega Knight
Wizard
Wizard The Log
The Log Wizard
The Log Wizard Golden Knight
Royal Recruits Wizard The Log Golden Knight
Wizard
The Log Golden Knight
The Log
Wizard The Log Golden Knight
Royal Recruits Wizard The Log Mega Knight
Wizard The Log Mega Knight
Wizard The Log Mega Knight Golden Knight
The Log Mega Knight
Wizard
The Log
Barbarians Royal Recruits The Log
The Log Wizard Mega Knight
The Log Wizard Golden Knight
Wizard The Log Mega Knight Golden Knight
The Log Golden Knight
Wizard
Wizard
Wizard The Log Mega Knight
Mega Knight
Wizard The Log
Barbarians Royal Recruits Skeleton Army
Wizard
The Log
Wizard Mega Knight
The Log Wizard
Royal Recruits Mega Knight
Royal Recruits The Log Golden Knight
Royal Recruits The Log Mega Knight Golden Knight
Wizard Mega Knight

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