My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
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 More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Missing

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.

Elixir Golem Sparky Mega 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.

Rocket Rage Tornado The Log

Punishments

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

Elixir Golem Mega Knight

Pump responses

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

Rocket

Dropped at the bridge

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

Elixir Golem Mega 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
Elixir Golem Sparky
Giant Snowball
Zap
Sparky
Barbarian Barrel
Elixir Golem Sparky
The Log
Elixir Golem Sparky
Earthquake
Elixir Golem
Arrows
Royal Delivery
Elixir Golem Sparky
Fireball
Elixir Golem Sparky
Poison
Elixir Golem Sparky
Lightning
Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Tornado The Log Sparky 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.

Elixir Golem Rocket Rage Tornado Sparky Mega Knight

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.

Mirror Rage The Log Elixir Golem Tornado Rocket Sparky Mega Knight

Shortest cycle

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

7 Mirror Rage The Log Elixir Golem

Attack Synergies 5 11

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.

Elixir Golem
Rage Mirror Tornado The Log Sparky
Rocket
Tornado Mirror
Mirror
The Log Elixir Golem Rocket Tornado Sparky
Rage
Elixir Golem Sparky
Tornado
Rocket Sparky Elixir Golem Mirror The Log Mega Knight
The Log
Mirror Elixir Golem Tornado Sparky Mega Knight
Sparky
Rage Tornado Elixir Golem Mirror The Log
Mega Knight
Tornado The Log

Defense Synergies 3 9

Elixir Golem
Rocket
Tornado The Log
Mirror
Tornado The Log Sparky Mega Knight
Rage
Tornado
Rocket Mirror Sparky The Log Sparky Mega Knight
The Log
Rocket Mirror Tornado Sparky Mega Knight
Sparky
Tornado Mirror Tornado The Log
Mega Knight
Mirror Tornado 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.

Rocket The Log Sparky
Sparky The Log Mega Knight
Rocket Tornado Sparky Mega Knight
Sparky Mega Knight
Rocket Tornado The Log Sparky Mega Knight
Tornado The Log Mega Knight
Rocket Tornado
Rocket The Log Sparky Mega Knight
Sparky Tornado
Tornado Sparky Mega Knight
Tornado The Log Mega Knight
Tornado
Sparky Mega Knight Rocket The Log
Rocket Sparky Mega Knight Tornado The Log
Sparky Mega Knight
Rocket Tornado The Log Sparky Mega Knight
Sparky Mega Knight Tornado
Mega Knight Tornado The Log
Tornado The Log Mega Knight
Sparky Tornado
Mega Knight The Log Sparky

Counters to secondary win conditions

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

Mega Knight Sparky
Rocket The Log Mega Knight
Mega Knight Rocket The Log Sparky
Rocket Mega Knight Tornado The Log Sparky
Sparky Mega Knight
Rocket Tornado
Rocket Sparky
Mega Knight Sparky
Rocket Mega Knight Tornado The Log Sparky
Sparky
Mega Knight Sparky
Rocket Mega Knight Tornado The Log
Rocket Mega Knight Sparky
Sparky Mega Knight
Sparky Rocket Tornado The Log
Mega Knight The Log Sparky

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.)

Rocket The Log Sparky
Tornado The Log
Rocket The Log Sparky
Rocket The Log Sparky
Rocket The Log Sparky Mega Knight
Rocket Tornado
Tornado The Log Sparky
The Log Tornado
The Log Tornado
Rocket Tornado Sparky
Rocket Tornado The Log Sparky
Rocket Tornado
Rocket The Log Sparky
Rocket
The Log Sparky
Rocket The Log Sparky
Rocket The Log Sparky Mega Knight
Rocket Tornado Sparky
Rocket Sparky
Rocket The Log Sparky Mega Knight
Rocket Tornado The Log Mega Knight
Rocket The Log Sparky Mega Knight
Rocket Tornado
Rocket Tornado The Log Sparky
Rocket The Log
Tornado The Log Sparky Mega Knight
The Log Tornado Sparky
Tornado The Log Sparky Mega Knight
Rocket Tornado The Log Sparky
Tornado Sparky
Rocket
Sparky
Rocket The Log Sparky Mega Knight
Rocket Sparky
Sparky Mega Knight
Rocket The Log Sparky
Rocket
Rocket Tornado
The Log
Rocket Sparky Mega Knight
The Log
Rocket Tornado Sparky
Sparky Mega Knight
Rocket Tornado The Log Sparky
Rocket Tornado
Rocket Tornado The Log Sparky Mega Knight

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