My Best Clash Royale Deck

Deck Check Rating

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

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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. 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.

Goblin Hut Baby Dragon Witch

Defensive buildings

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

Goblin Hut

Investments

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

Bomber Giant Goblin Hut Baby Dragon Witch Balloon Mega Knight

Offensive cards

Win conditions

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

Giant Balloon

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.

Giant Balloon 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.

Giant Baby Dragon Balloon 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.

Balloon

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
Bomber Giant Balloon
Giant Snowball
Bomber Goblin Hut Baby Dragon Witch Balloon
Zap
Bomber Goblin Hut Witch Balloon
Barbarian Barrel
Bomber Goblin Hut Witch
The Log
Bomber Goblin Hut Witch
Earthquake
Bomber Goblin Hut Witch
Arrows
Bomber Goblin Hut Witch
Royal Delivery
Bomber Goblin Hut Baby Dragon Witch Balloon
Fireball
Bomber Goblin Hut Baby Dragon Witch Balloon
Poison
Bomber Goblin Hut Witch Balloon
Lightning
Goblin Hut Baby Dragon Witch Balloon
Rocket
Goblin Hut Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Baby Dragon 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.

Baby Dragon 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber The Log Baby Dragon Giant Goblin Hut Witch Balloon Mega Knight

Shortest cycle

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

13 Bomber The Log Baby Dragon Giant

Attack Synergies 1 18

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.

Bomber
Giant Baby Dragon Mega Knight
Giant
Bomber Goblin Hut Baby Dragon Witch Balloon The Log
Goblin Hut
Giant Baby Dragon Balloon The Log Mega Knight
Baby Dragon
Bomber Giant Goblin Hut Witch Balloon Mega Knight
Witch
Giant Baby Dragon Mega Knight
Balloon
Giant Goblin Hut Baby Dragon The Log Mega Knight
The Log
Giant Goblin Hut Balloon Mega Knight
Mega Knight
Bomber Goblin Hut Baby Dragon Witch Balloon The Log

Defense Synergies 0 8

Bomber
The Log
Giant
Goblin Hut
Baby Dragon
Baby Dragon
Goblin Hut Witch The Log Mega Knight
Witch
Baby Dragon The Log Mega Knight
Balloon
The Log
Bomber Baby Dragon Witch Mega Knight
Mega Knight
Baby Dragon 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.

Bomber Goblin Hut Baby Dragon The Log
Bomber Goblin Hut Witch The Log Mega Knight
Goblin Hut Witch Mega Knight Bomber
Goblin Hut Witch Bomber Mega Knight
Bomber The Log Mega Knight
The Log Bomber Baby Dragon Mega Knight
Goblin Hut Baby Dragon Witch
Baby Dragon The Log Mega Knight
Witch Goblin Hut
Bomber Mega Knight
Witch Bomber Goblin Hut Baby Dragon The Log Mega Knight
Goblin Hut Baby Dragon Witch
Goblin Hut Mega Knight Bomber Witch The Log
Bomber Mega Knight Goblin Hut Baby Dragon Witch The Log
Goblin Hut Mega Knight
Goblin Hut The Log Mega Knight
Mega Knight Bomber Goblin Hut Witch
Mega Knight Bomber Goblin Hut Baby Dragon Witch The Log
Baby Dragon Witch The Log Bomber Goblin Hut Mega Knight
Goblin Hut
Bomber Mega Knight Baby Dragon Witch The Log

Counters to secondary win conditions

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

Mega Knight Goblin Hut Witch
Bomber Baby Dragon The Log Mega Knight
Mega Knight Goblin Hut Witch The Log
Mega Knight The Log
Goblin Hut Witch Mega Knight
Goblin Hut Baby Dragon Witch
Goblin Hut Witch
Mega Knight
Mega Knight Goblin Hut Baby Dragon Witch The Log
Witch Goblin Hut
Mega Knight Goblin Hut Witch
Mega Knight The Log
Mega Knight Witch
Bomber Baby Dragon Witch Mega Knight
Goblin Hut Witch Bomber Baby Dragon The Log
Mega Knight Bomber Goblin Hut Baby Dragon Witch 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.)

Baby Dragon The Log
Baby Dragon The Log
Goblin Hut Baby Dragon The Log
The Log
Bomber Baby Dragon The Log Mega Knight
Baby Dragon Witch
Bomber Baby Dragon Witch The Log
The Log Baby Dragon
The Log
The Log
Baby Dragon
Goblin Hut Baby Dragon The Log
Baby Dragon
Goblin Hut Baby Dragon The Log
Bomber Goblin Hut Baby Dragon Witch The Log
Goblin Hut Baby Dragon The Log Mega Knight
Bomber
Bomber Baby Dragon The Log Mega Knight
Bomber Baby Dragon Witch The Log Mega Knight
Baby Dragon The Log Mega Knight
The Log
Baby Dragon The Log
The Log Bomber Baby Dragon Witch Mega Knight
Witch
The Log Baby Dragon Witch
Baby Dragon Witch The Log Mega Knight
Baby Dragon The Log
Baby Dragon Witch
Goblin Hut Witch
Bomber The Log Mega Knight
Mega Knight
The Log
Goblin Hut Witch
Baby Dragon Witch
The Log
Baby Dragon Mega Knight
The Log Bomber Baby Dragon
Mega Knight
Baby Dragon Witch The Log
Witch
Baby Dragon Witch The Log Mega Knight

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