My Best Clash Royale Deck

Deck Check Rating

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

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 splash!

You don't have a card, that attacks air and has splash 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.

Minions Goblin Gang Musketeer

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 Musketeer 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.

The Log

Punishments

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

Goblin Gang Elite Barbarians Elixir Golem 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.

Goblin Gang Elite Barbarians Elixir Golem 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.

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
Minions Goblin Gang Elite Barbarians Elixir Golem Skeleton Army
Giant Snowball
Minions Goblin Gang Musketeer Skeleton Army
Zap
Minions Goblin Gang Skeleton Army
Barbarian Barrel
Goblin Gang Elite Barbarians Elixir Golem Musketeer Skeleton Army
The Log
Goblin Gang Elite Barbarians Elixir Golem Musketeer Skeleton Army
Earthquake
Goblin Gang Elixir Golem Skeleton Army
Arrows
Minions Goblin Gang Skeleton Army
Royal Delivery
Minions Goblin Gang Elite Barbarians Elixir Golem Musketeer Skeleton Army
Fireball
Minions Goblin Gang Elite Barbarians Elixir Golem Musketeer Skeleton Army
Poison
Minions Goblin Gang Elixir Golem Musketeer Skeleton Army
Lightning
Elite Barbarians Musketeer
Rocket
Elite Barbarians Musketeer

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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.

Elixir Golem 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.

Elite Barbarians 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.

Minions Goblin Gang Musketeer

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Minions Goblin Gang Elixir Golem Skeleton Army Musketeer Elite Barbarians Mega Knight

Shortest cycle

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

11 The Log Minions Goblin Gang Elixir Golem

Attack Synergies 1 10

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.

Minions
Mega Knight Elite Barbarians Elixir Golem
Goblin Gang
Elixir Golem
Elite Barbarians
Minions The Log Mega Knight
Elixir Golem
Minions Goblin Gang Musketeer The Log
Musketeer
Elixir Golem The Log Mega Knight
Skeleton Army
The Log
Elite Barbarians Elixir Golem Musketeer Mega Knight
Mega Knight
Minions Elite Barbarians Musketeer The Log

Defense Synergies 2 11

Minions
Musketeer The Log Mega Knight
Goblin Gang
Musketeer Skeleton Army The Log
Elite Barbarians
The Log Mega Knight
Elixir Golem
Musketeer
Goblin Gang The Log Minions Skeleton Army Mega Knight
Skeleton Army
Goblin Gang Musketeer The Log
The Log
Musketeer Minions Goblin Gang Elite Barbarians Skeleton Army Mega Knight
Mega Knight
Minions Elite Barbarians Musketeer 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.

Minions Musketeer The Log
Elite Barbarians Skeleton Army Minions Goblin Gang Musketeer The Log Mega Knight
Goblin Gang Skeleton Army Mega Knight Minions Elite Barbarians Musketeer
Elite Barbarians Skeleton Army Minions Goblin Gang Musketeer Mega Knight
Elite Barbarians Skeleton Army The Log Mega Knight
Goblin Gang Skeleton Army The Log Minions Musketeer Mega Knight
Minions Musketeer Goblin Gang
Musketeer The Log Mega Knight
Minions Goblin Gang Elite Barbarians Musketeer Skeleton Army
Goblin Gang Elite Barbarians Skeleton Army Musketeer Mega Knight
Minions Goblin Gang Skeleton Army Musketeer The Log Mega Knight
Minions Musketeer Goblin Gang
Skeleton Army Mega Knight Minions Goblin Gang Elite Barbarians Musketeer The Log
Skeleton Army Mega Knight Minions Goblin Gang The Log
Elite Barbarians Skeleton Army Goblin Gang Mega Knight
Skeleton Army Goblin Gang Elite Barbarians The Log Mega Knight
Mega Knight Minions Goblin Gang Elite Barbarians Musketeer Skeleton Army
Mega Knight Minions Goblin Gang Elite Barbarians Musketeer Skeleton Army The Log
The Log Minions Musketeer Mega Knight
Elite Barbarians Musketeer
Goblin Gang Skeleton Army Mega Knight Minions Elite Barbarians Musketeer The Log

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Mega Knight Elite Barbarians
Goblin Gang Elite Barbarians Musketeer The Log Mega Knight
Goblin Gang Skeleton Army Mega Knight Minions Elite Barbarians Musketeer The Log
Goblin Gang Skeleton Army Mega Knight Elite Barbarians Musketeer The Log
Goblin Gang Elite Barbarians Musketeer Skeleton Army Mega Knight
Minions Goblin Gang Musketeer
Goblin Gang Skeleton Army Minions Elite Barbarians Musketeer
Mega Knight Elite Barbarians Skeleton Army
Mega Knight Minions Elite Barbarians Skeleton Army The Log
Goblin Gang Musketeer Skeleton Army
Mega Knight Minions Elite Barbarians Musketeer
Skeleton Army Mega Knight Elite Barbarians The Log
Elite Barbarians Skeleton Army Mega Knight Goblin Gang
Musketeer Skeleton Army Mega Knight
Goblin Gang Elite Barbarians Skeleton Army Minions Musketeer The Log
Minions Mega Knight Elite Barbarians Musketeer 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.)

Musketeer The Log
Musketeer The Log
The Log
Musketeer The Log
The Log Mega Knight
Minions Musketeer
Musketeer The Log
The Log
The Log
Minions Goblin Gang Elite Barbarians Musketeer
Musketeer The Log
Musketeer
Elite Barbarians Musketeer The Log
Minions Musketeer
Elite Barbarians Musketeer The Log
Musketeer The Log
Musketeer The Log Mega Knight
Minions
Musketeer The Log Mega Knight
The Log Mega Knight
Minions Musketeer The Log Mega Knight
Musketeer The Log
Musketeer The Log
The Log Mega Knight
The Log Musketeer
Musketeer The Log Mega Knight
Musketeer The Log
Elite Barbarians Musketeer
Minions Musketeer
Elite Barbarians
Musketeer The Log Mega Knight
Mega Knight
The Log
Minions Goblin Gang Musketeer Skeleton Army
Musketeer
The Log
Goblin Gang Musketeer Mega Knight
The Log Musketeer
Elite Barbarians Musketeer Mega Knight
Minions Goblin Gang Elite Barbarians Musketeer The Log
Musketeer
Musketeer The Log Mega Knight

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