My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 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 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.

Firecracker

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 Firecracker Royal Giant Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Rage Void The Log

Punishments

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

Royal Giant Mega Knight

Pump responses

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

Void

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

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.

Rage 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.

Royal Giant

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.

Goblins

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 Goblins Rage The Log Firecracker Void Royal Giant Mega Knight

Shortest cycle

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

7 Skeletons Goblins Rage The Log

Attack Synergies 1 5

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
Goblins
Royal Giant
Firecracker
Royal Giant Mega Knight
Royal Giant
Firecracker Goblins Void The Log
Rage
Void
Royal Giant
The Log
Royal Giant Mega Knight
Mega Knight
Firecracker The Log

Defense Synergies 1 6

Skeletons
Firecracker The Log
Goblins
Firecracker The Log
Firecracker
The Log Skeletons Goblins Mega Knight
Royal Giant
Rage
Void
The Log
Firecracker Skeletons Goblins Mega Knight
Mega Knight
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 Void The Log
Skeletons Goblins Firecracker The Log Mega Knight
Mega Knight Skeletons Goblins Void
Skeletons Goblins Firecracker Mega Knight
Firecracker The Log Mega Knight
The Log Skeletons Goblins Firecracker Mega Knight
Firecracker Void
Void The Log Mega Knight
Skeletons Goblins
Skeletons Goblins Firecracker Mega Knight
Goblins Skeletons Firecracker The Log Mega Knight
Firecracker
Mega Knight Skeletons The Log
Mega Knight Goblins Firecracker The Log
Mega Knight
The Log Mega Knight
Mega Knight Skeletons Goblins Firecracker
Mega Knight Goblins Firecracker The Log
The Log Firecracker Mega Knight
Mega Knight Goblins Firecracker The Log

Counters to secondary win conditions

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

Mega Knight Skeletons Goblins Void
Void Firecracker The Log Mega Knight
Mega Knight Skeletons Goblins The Log
Mega Knight The Log
Skeletons Mega Knight
Firecracker Skeletons
Skeletons Goblins Void
Mega Knight
Void Mega Knight Skeletons Goblins Firecracker The Log
Skeletons
Mega Knight
Mega Knight Void The Log
Mega Knight Skeletons
Firecracker Mega Knight
Skeletons Goblins Firecracker The Log
Mega Knight Firecracker 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.)

Void Firecracker The Log
Firecracker Void The Log
Void The Log
Firecracker Void The Log
Firecracker The Log Mega Knight
Firecracker
Firecracker The Log
The Log Firecracker
Void The Log Firecracker
Goblins Void
Firecracker Void The Log
Void Firecracker
Firecracker Void The Log
Firecracker Void
Firecracker The Log
Firecracker The Log
Firecracker The Log Mega Knight
Void Firecracker The Log Mega Knight
Firecracker The Log Mega Knight
Void The Log Mega Knight
Void
Void The Log
Void The Log
Firecracker The Log Mega Knight
Firecracker Void The Log
Void The Log Mega Knight
Void Firecracker The Log
Firecracker
Firecracker Void
Void
Void The Log Mega Knight
Void Firecracker
Mega Knight
Firecracker The Log
Void
Firecracker
The Log
Void Firecracker Mega Knight
The Log Firecracker
Void
Firecracker Mega Knight
Firecracker The Log
Firecracker Void
Void Firecracker The Log Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: