My Best Clash Royale Deck

Deck Check Rating

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

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 Witch

Defensive buildings

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

Goblin Cage

Investments

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

Bats Goblin Cage Battle Ram Witch Giant Skeleton Mega Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap The Log

Punishments

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

Battle Ram 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.

Battle Ram Giant Skeleton 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.

Giant Skeleton

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 Battle Ram Giant Skeleton
Giant Snowball
Bats Battle Ram Witch
Zap
Bats Battle Ram Witch
Barbarian Barrel
Goblin Cage Battle Ram Witch Giant Skeleton
The Log
Goblin Cage Battle Ram Witch Giant Skeleton
Earthquake
Goblin Cage Witch
Arrows
Bats Witch
Royal Delivery
Bats Goblin Cage Battle Ram Witch Giant Skeleton
Fireball
Goblin Cage Battle Ram Witch
Poison
Bats Goblin Cage Witch
Lightning
Goblin Cage Battle Ram Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Battle Ram Giant Skeleton Mega Knight

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap The Log Goblin Cage Battle Ram Witch Giant Skeleton Mega Knight

Shortest cycle

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

10 Bats Zap The Log Goblin Cage

Attack Synergies 4 17

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
Giant Skeleton Mega Knight Zap Goblin Cage Battle Ram
Zap
Battle Ram Bats Goblin Cage Witch Giant Skeleton The Log Mega Knight
Goblin Cage
Bats Zap Battle Ram Witch Giant Skeleton The Log
Battle Ram
Zap The Log Bats Goblin Cage Witch
Witch
Zap Goblin Cage Battle Ram Giant Skeleton Mega Knight
Giant Skeleton
Bats Zap Goblin Cage Witch The Log
The Log
Battle Ram Zap Goblin Cage Giant Skeleton Mega Knight
Mega Knight
Bats Zap Witch The Log

Defense Synergies 1 16

Bats
Zap Goblin Cage Giant Skeleton The Log Mega Knight
Zap
Mega Knight Bats Goblin Cage Witch Giant Skeleton The Log
Goblin Cage
Bats Zap Witch The Log
Battle Ram
Witch
Zap Goblin Cage Giant Skeleton The Log Mega Knight
Giant Skeleton
Bats Zap Witch The Log
The Log
Bats Zap Goblin Cage Witch Giant Skeleton Mega Knight
Mega Knight
Zap Bats 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.

Zap Goblin Cage The Log
Bats Zap Goblin Cage Witch The Log Mega Knight
Goblin Cage Witch Mega Knight Bats Giant Skeleton
Goblin Cage Witch Bats Mega Knight
Goblin Cage Giant Skeleton The Log Mega Knight
The Log Bats Zap Mega Knight
Bats Zap Goblin Cage Witch
Zap Goblin Cage Giant Skeleton The Log Mega Knight
Witch Goblin Cage
Giant Skeleton Mega Knight
Bats Witch Zap Giant Skeleton The Log Mega Knight
Bats Zap Witch
Goblin Cage Mega Knight Bats Zap Witch Giant Skeleton The Log
Mega Knight Bats Zap Goblin Cage Witch The Log
Goblin Cage Mega Knight
Zap Goblin Cage The Log Mega Knight
Mega Knight Bats Goblin Cage Witch
Goblin Cage Mega Knight Bats Zap Witch The Log
Zap Goblin Cage Witch The Log Bats Giant Skeleton Mega Knight
Goblin Cage
Mega Knight Bats Witch Giant Skeleton The Log

Counters to secondary win conditions

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

Mega Knight Zap Goblin Cage Witch Giant Skeleton
Zap The Log Mega Knight
Giant Skeleton Mega Knight Bats Zap Goblin Cage Witch The Log
Giant Skeleton Mega Knight Bats Zap Goblin Cage The Log
Giant Skeleton Goblin Cage Witch Mega Knight
Bats Zap Witch
Bats Goblin Cage Witch Giant Skeleton
Giant Skeleton Mega Knight Goblin Cage
Zap Goblin Cage Giant Skeleton Mega Knight Bats Witch The Log
Witch Goblin Cage
Mega Knight Bats Goblin Cage Witch Giant Skeleton
Mega Knight Zap Goblin Cage Giant Skeleton The Log
Giant Skeleton Mega Knight Goblin Cage Witch
Goblin Cage Witch Mega Knight
Witch Bats Zap Goblin Cage Giant Skeleton The Log
Bats Mega Knight Zap Goblin Cage Witch Giant Skeleton 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.)

Giant Skeleton The Log
Zap The Log
Giant Skeleton The Log
Giant Skeleton The Log
Zap The Log Mega Knight
Bats Zap Witch
Witch The Log
The Log Zap
The Log Zap
Bats
Zap The Log
Zap
The Log
Zap The Log
Zap Witch The Log
The Log Mega Knight
Bats
Zap The Log Mega Knight
Zap Witch The Log Mega Knight
Giant Skeleton The Log Mega Knight
The Log
Zap The Log
Zap The Log Witch Mega Knight
Witch
The Log Zap Witch
Zap Witch The Log Mega Knight
Zap The Log
Bats Zap Witch
Zap Bats Witch
Zap The Log Mega Knight
Zap
Giant Skeleton Mega Knight
The Log
Zap Bats Witch
Zap Witch
The Log
Mega Knight
The Log Zap
Zap Giant Skeleton
Mega Knight
Zap Bats Witch Giant Skeleton The Log
Bats Zap Witch
Zap Witch Giant Skeleton The Log Mega Knight

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