My Best Clash Royale Deck

Deck Check Rating

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

1 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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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.

Bats Firecracker Tesla

Defensive buildings

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

Tesla

Investments

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

Skeletons Bats Firecracker Tesla Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows The Log

Punishments

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

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.

Barbarians 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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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 Arrows 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.

Barbarians

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.

Skeletons Bats The Log Arrows Firecracker Tesla Barbarians Mega Knight

Shortest cycle

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

8 Skeletons Bats The Log Arrows

Attack Synergies 1 4

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.

Skeletons
Bats
Mega Knight Firecracker
Arrows
Mega Knight
Firecracker
Bats Mega Knight
Tesla
Barbarians
The Log
Mega Knight
Mega Knight
Bats Arrows Firecracker The Log

Defense Synergies 4 12

Skeletons
Tesla Bats Firecracker The Log
Bats
Skeletons Firecracker Tesla The Log Mega Knight
Arrows
Mega Knight Tesla Barbarians
Firecracker
The Log Skeletons Bats Tesla Mega Knight
Tesla
Skeletons The Log Bats Arrows Firecracker
Barbarians
Arrows
The Log
Firecracker Tesla Skeletons Bats Mega Knight
Mega Knight
Arrows Bats Firecracker 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 Tesla The Log
Barbarians Skeletons Bats Firecracker Tesla The Log Mega Knight
Tesla Barbarians Mega Knight Skeletons Bats
Tesla Barbarians Skeletons Bats Firecracker Mega Knight
Arrows Firecracker Barbarians The Log Mega Knight
Arrows The Log Skeletons Bats Firecracker Tesla Mega Knight
Bats Tesla Arrows Firecracker
Arrows Tesla Barbarians The Log Mega Knight
Tesla Barbarians Skeletons
Skeletons Firecracker Tesla Barbarians Mega Knight
Bats Barbarians Skeletons Arrows Firecracker Tesla The Log Mega Knight
Arrows Tesla Bats Firecracker
Tesla Barbarians Mega Knight Skeletons Bats The Log
Mega Knight Bats Arrows Firecracker Tesla Barbarians The Log
Barbarians Tesla Mega Knight
Barbarians Tesla The Log Mega Knight
Tesla Barbarians Mega Knight Skeletons Bats Arrows Firecracker
Arrows Tesla Mega Knight Bats Firecracker Barbarians The Log
Arrows The Log Bats Firecracker Tesla Barbarians Mega Knight
Barbarians Tesla
Mega Knight Bats Arrows Firecracker Tesla Barbarians The Log

Counters to secondary win conditions

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

Barbarians Mega Knight Skeletons Tesla
Arrows Firecracker Tesla The Log Mega Knight
Barbarians Mega Knight Skeletons Bats The Log
Mega Knight Bats Tesla Barbarians The Log
Barbarians Skeletons Tesla Mega Knight
Arrows Firecracker Skeletons Bats Tesla
Skeletons Bats Tesla Barbarians
Mega Knight Tesla Barbarians
Mega Knight Skeletons Bats Firecracker Barbarians The Log
Skeletons Tesla Barbarians
Mega Knight Bats Tesla Barbarians
Mega Knight Arrows Barbarians The Log
Barbarians Mega Knight Skeletons Tesla
Firecracker Tesla Barbarians Mega Knight
Tesla Barbarians Skeletons Bats Firecracker The Log
Bats Arrows Mega Knight Firecracker Tesla Barbarians 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.)

Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows The Log
Arrows Firecracker Barbarians The Log
Arrows Firecracker The Log Mega Knight
Arrows Firecracker Bats
Arrows Firecracker The Log
Arrows The Log Firecracker
Arrows The Log Firecracker
Bats
Firecracker Arrows The Log
Arrows Firecracker
Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker The Log Mega Knight
Arrows
Bats
Arrows Firecracker The Log Mega Knight
Arrows Firecracker The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows Barbarians The Log
Arrows Firecracker The Log Mega Knight
Arrows Firecracker The Log
Arrows The Log Mega Knight
Arrows Firecracker The Log
Bats Arrows Firecracker
Bats Firecracker
Arrows The Log Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker The Log
Bats Barbarians
Arrows Firecracker
Arrows The Log
Firecracker Mega Knight
Arrows The Log Firecracker
Arrows
Firecracker Mega Knight
Bats Firecracker The Log
Firecracker Bats
Firecracker The Log Mega Knight

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