My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Witch

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.

Bats Firecracker Witch Electro Giant Mega Knight

Offensive cards

Win conditions

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

Electro Giant

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.

Elite Barbarians Electro Giant Mega 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.

Elite Barbarians Electro Giant 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.

Firecracker Elite Barbarians

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 Elite Barbarians
Giant Snowball
Bats Witch
Zap
Bats Firecracker Witch
Barbarian Barrel
Firecracker Elite Barbarians Witch
The Log
Firecracker Elite Barbarians Witch
Earthquake
Firecracker Witch
Arrows
Bats Firecracker Witch
Royal Delivery
Bats Firecracker Elite Barbarians Witch
Fireball
Firecracker Elite Barbarians Witch
Poison
Bats Firecracker Witch
Lightning
Elite Barbarians Witch
Rocket
Elite Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Electro Giant 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.

Bats Rage Electro Giant 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.

Elite Barbarians

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.

Witch

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.

Bats Rage The Log Firecracker Witch Elite Barbarians Electro Giant Mega Knight

Shortest cycle

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

9 Bats Rage The Log Firecracker

Attack Synergies 3 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 Firecracker Elite Barbarians Rage
Firecracker
Bats Elite Barbarians Mega Knight
Elite Barbarians
Rage Bats Firecracker The Log Mega Knight
Rage
Elite Barbarians Witch Bats
Witch
Rage Mega Knight
Electro Giant
The Log
Elite Barbarians Mega Knight
Mega Knight
Bats Firecracker Elite Barbarians Witch The Log

Defense Synergies 1 9

Bats
Firecracker The Log Mega Knight
Firecracker
The Log Bats Mega Knight
Elite Barbarians
The Log Mega Knight
Rage
Witch
The Log Mega Knight
Electro Giant
The Log
Firecracker Bats Elite Barbarians Witch Mega Knight
Mega Knight
Bats Firecracker Elite Barbarians Witch 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.

Firecracker The Log
Elite Barbarians Bats Firecracker Witch The Log Mega Knight
Witch Mega Knight Bats Elite Barbarians
Elite Barbarians Witch Bats Firecracker Mega Knight
Firecracker Elite Barbarians The Log Mega Knight
The Log Bats Firecracker Mega Knight
Bats Firecracker Witch
Electro Giant The Log Mega Knight
Witch Elite Barbarians
Elite Barbarians Firecracker Mega Knight
Bats Witch Firecracker Electro Giant The Log Mega Knight
Bats Firecracker Witch
Mega Knight Bats Elite Barbarians Witch The Log
Mega Knight Bats Firecracker Witch The Log
Elite Barbarians Mega Knight
Elite Barbarians Electro Giant The Log Mega Knight
Mega Knight Bats Firecracker Elite Barbarians Witch
Mega Knight Bats Firecracker Elite Barbarians Witch The Log
Witch The Log Bats Firecracker Mega Knight
Elite Barbarians
Mega Knight Bats Firecracker Elite Barbarians Witch Electro Giant The Log

Counters to secondary win conditions

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

Mega Knight Elite Barbarians Witch Electro Giant
Firecracker Elite Barbarians The Log Mega Knight
Mega Knight Bats Elite Barbarians Witch The Log
Mega Knight Bats Elite Barbarians The Log
Elite Barbarians Witch Mega Knight
Firecracker Electro Giant Bats Witch
Bats Elite Barbarians Witch
Mega Knight Elite Barbarians
Mega Knight Bats Firecracker Elite Barbarians Witch The Log
Witch
Mega Knight Bats Elite Barbarians Witch
Mega Knight Elite Barbarians Electro Giant The Log
Elite Barbarians Mega Knight Witch
Firecracker Witch Electro Giant Mega Knight
Elite Barbarians Witch Electro Giant Bats Firecracker The Log
Bats Mega Knight Firecracker Elite Barbarians Witch Electro Giant 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.)

Firecracker The Log
Firecracker The Log
The Log
Firecracker The Log
Firecracker The Log Mega Knight
Firecracker Electro Giant Bats Witch
Firecracker Witch The Log
The Log Firecracker
The Log Firecracker
Bats Elite Barbarians
Firecracker The Log
Firecracker
Firecracker Elite Barbarians The Log
Firecracker
Firecracker Elite Barbarians The Log
Firecracker Witch The Log
Firecracker The Log Mega Knight
Bats
Firecracker The Log Mega Knight
Firecracker Witch Electro Giant The Log Mega Knight
The Log Mega Knight
The Log
The Log
Firecracker Electro Giant The Log Witch Mega Knight
Witch
Firecracker The Log Witch
Witch The Log Mega Knight
Firecracker The Log
Elite Barbarians Bats Firecracker Witch Electro Giant
Bats Firecracker Witch Electro Giant
Elite Barbarians
The Log Mega Knight
Firecracker
Mega Knight
Firecracker The Log
Bats Witch
Firecracker Witch
The Log
Firecracker Mega Knight
The Log Firecracker
Electro Giant
Firecracker Elite Barbarians Mega Knight
Electro Giant Bats Firecracker Elite Barbarians Witch The Log
Firecracker Bats Witch
Firecracker Witch Electro Giant The Log Mega Knight

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