My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Bats Ram Rider Little Prince

Defensive buildings

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

Cannon

Investments

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

Bats Ram Rider Mega Knight Little Prince

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Fireball The Log

Punishments

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

Ram Rider Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Ram Rider 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.

Ram Rider

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 Skeleton Army Ram Rider
Giant Snowball
Bats Cannon Skeleton Army Ram Rider Little Prince
Zap
Bats Cannon Skeleton Army Ram Rider Little Prince
Barbarian Barrel
Cannon Skeleton Army Little Prince
The Log
Cannon Skeleton Army Ram Rider Little Prince
Earthquake
Cannon Skeleton Army
Arrows
Bats Skeleton Army Little Prince
Royal Delivery
Bats Skeleton Army Ram Rider Little Prince
Fireball
Cannon Skeleton Army Ram Rider Little Prince
Poison
Bats Cannon Skeleton Army Little Prince
Lightning
Cannon Ram Rider Little Prince
Rocket
Ram Rider Little Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Fireball 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.

Fireball

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.

Bats The Log Cannon Skeleton Army Little Prince Fireball Ram Rider Mega Knight

Shortest cycle

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

10 Bats The Log Cannon Skeleton Army

Attack Synergies 1 9

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
Mega Knight Ram Rider
Cannon
Fireball
The Log Ram Rider Mega Knight Little Prince
Skeleton Army
The Log
Fireball Ram Rider Mega Knight Little Prince
Ram Rider
Bats Fireball The Log Mega Knight
Mega Knight
Bats Fireball The Log Ram Rider
Little Prince
Fireball The Log

Defense Synergies 2 13

Bats
Cannon The Log Mega Knight
Cannon
The Log Bats Fireball Skeleton Army Little Prince
Fireball
The Log Cannon Ram Rider Mega Knight Little Prince
Skeleton Army
Cannon The Log
The Log
Cannon Fireball Bats Skeleton Army Ram Rider Mega Knight Little Prince
Ram Rider
Fireball The Log
Mega Knight
Bats Fireball The Log
Little Prince
Cannon Fireball 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.

Cannon Fireball The Log Ram Rider
Skeleton Army Bats Cannon The Log Ram Rider Mega Knight
Cannon Skeleton Army Ram Rider Mega Knight Bats
Cannon Skeleton Army Bats Ram Rider Mega Knight
Fireball Skeleton Army The Log Mega Knight
Fireball Skeleton Army The Log Bats Cannon Mega Knight
Bats Ram Rider Cannon Fireball Little Prince
Cannon Fireball The Log Ram Rider Mega Knight
Cannon Skeleton Army
Skeleton Army Cannon Mega Knight Little Prince
Bats Skeleton Army Cannon Fireball The Log Ram Rider Mega Knight
Bats Fireball Ram Rider
Cannon Skeleton Army Mega Knight Bats Fireball The Log Ram Rider
Fireball Skeleton Army Mega Knight Bats Cannon The Log
Skeleton Army Cannon Ram Rider Mega Knight
Skeleton Army Cannon Fireball The Log Ram Rider Mega Knight
Mega Knight Bats Cannon Fireball Skeleton Army
Cannon Fireball Mega Knight Bats Skeleton Army The Log Ram Rider Little Prince
The Log Bats Cannon Fireball Ram Rider Mega Knight Little Prince
Cannon Ram Rider
Skeleton Army Mega Knight Bats Cannon Fireball The Log Little Prince

Counters to secondary win conditions

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

Skeleton Army Mega Knight Fireball
Fireball The Log Mega Knight
Skeleton Army Mega Knight Bats The Log Ram Rider
Skeleton Army Mega Knight Bats Fireball The Log Ram Rider
Cannon Skeleton Army Ram Rider Mega Knight
Fireball Bats Ram Rider
Skeleton Army Bats Fireball Ram Rider
Mega Knight Skeleton Army
Mega Knight Bats Fireball Skeleton Army The Log
Cannon Skeleton Army
Mega Knight Bats
Skeleton Army Mega Knight Fireball The Log
Skeleton Army Mega Knight Cannon Fireball Ram Rider
Cannon Fireball Skeleton Army Mega Knight
Skeleton Army Bats Fireball The Log Little Prince
Bats Mega Knight Cannon Fireball 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.)

Fireball The Log
Fireball The Log Ram Rider
Fireball The Log
Fireball The Log
Fireball The Log Mega Knight
Fireball Bats Ram Rider
The Log
Fireball The Log Ram Rider
Fireball The Log Ram Rider
Bats Fireball
Fireball The Log Ram Rider
Fireball
Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log Mega Knight
Fireball
Bats
Fireball The Log Mega Knight
Fireball The Log Mega Knight Little Prince
Fireball The Log Mega Knight
Fireball
The Log
Fireball The Log
The Log Fireball Mega Knight Little Prince
Fireball The Log Ram Rider
Fireball The Log Ram Rider Mega Knight
Fireball The Log
Bats Fireball Little Prince
Bats Fireball
Fireball
Fireball The Log Mega Knight
Fireball
Mega Knight
Fireball The Log
Bats Fireball Skeleton Army
Fireball Ram Rider
The Log Fireball
Fireball Mega Knight
The Log Fireball
Fireball
Mega Knight
Bats Fireball The Log
Bats Fireball
Fireball The Log Mega Knight Little Prince

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