My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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

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.

Skeletons Bats Royal Giant Electro Giant Golem

Offensive cards

Win conditions

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

Royal Giant Electro Giant Golem

Damage spells

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

Rage The Log

Punishments

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

Royal Giant Elite Barbarians

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.

Royal Giant Elite Barbarians Electro Giant Golem

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 Golem

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

Against air swarms

Spells and units that can counter air swarms.

Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Giant The Log

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 Rage Electro Giant Golem

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.

Royal Giant Elite 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Rage The Log Royal Giant Elite Barbarians Electro Giant Golem

Shortest cycle

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

7 Skeletons Bats Rage The Log

Attack Synergies 2 7

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
Royal Giant Elite Barbarians Rage Golem
Royal Giant
Bats Elite Barbarians The Log
Elite Barbarians
Rage Bats Royal Giant The Log
Rage
Elite Barbarians Bats
Electro Giant
Golem
Bats The Log
The Log
Royal Giant Elite Barbarians Golem

Defense Synergies 0 5

Skeletons
Bats Elite Barbarians The Log
Bats
Skeletons The Log
Royal Giant
Elite Barbarians
Skeletons The Log
Rage
Electro Giant
Golem
The Log
Skeletons Bats Elite Barbarians

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.

The Log
Elite Barbarians Skeletons Bats The Log
Skeletons Bats Elite Barbarians
Elite Barbarians Skeletons Bats
Elite Barbarians The Log
The Log Skeletons Bats
Bats
Electro Giant The Log
Skeletons Elite Barbarians
Elite Barbarians Skeletons
Bats Skeletons Electro Giant The Log
Bats
Skeletons Bats Elite Barbarians The Log
Bats The Log
Elite Barbarians
Elite Barbarians Electro Giant The Log
Skeletons Bats Elite Barbarians
Bats Elite Barbarians The Log
The Log Bats
Elite Barbarians
Bats Elite Barbarians Electro Giant The Log

Counters to secondary win conditions

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

Skeletons Elite Barbarians Electro Giant
Elite Barbarians The Log
Skeletons Bats Elite Barbarians The Log
Bats Elite Barbarians The Log
Skeletons Elite Barbarians
Electro Giant Skeletons Bats
Skeletons Bats Elite Barbarians
Elite Barbarians
Skeletons Bats Elite Barbarians The Log
Skeletons
Bats Elite Barbarians
Elite Barbarians Electro Giant The Log
Elite Barbarians Skeletons
Electro Giant
Elite Barbarians Electro Giant Skeletons Bats The Log
Bats Elite Barbarians Electro Giant 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.)

The Log
The Log
The Log
The Log
The Log
Electro Giant Bats
The Log
The Log
The Log
Bats Elite Barbarians
The Log
Elite Barbarians The Log
Elite Barbarians The Log
The Log
The Log
Bats
The Log
Electro Giant The Log
The Log
The Log
The Log
Electro Giant The Log
The Log
The Log
The Log
Elite Barbarians Bats Electro Giant
Bats Electro Giant
Elite Barbarians
The Log
The Log
Bats
The Log
The Log
Electro Giant
Elite Barbarians
Electro Giant Bats Elite Barbarians The Log
Bats
Electro Giant The Log

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