My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Archers

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.

Bats Archers Knight Battle Ram Mega Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Rage The Log

Punishments

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

Battle Ram 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.

Knight Battle Ram 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
Bats Archers Battle Ram
Giant Snowball
Bats Archers Battle Ram
Zap
Bats Archers Battle Ram
Barbarian Barrel
Archers Knight Battle Ram
The Log
Archers Battle Ram
Earthquake
Archers
Arrows
Bats Archers
Royal Delivery
Bats Archers Knight Battle Ram
Fireball
Archers Battle Ram
Poison
Bats Archers
Lightning
Knight Battle Ram
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Knight Battle Ram Rage 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Rage The Log Archers Knight Battle Ram Mega Knight

Shortest cycle

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

8 Bats Zap Rage The Log

Attack Synergies 6 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.

Bats
Knight Mega Knight Zap Battle Ram Rage
Zap
Battle Ram Bats Archers Knight The Log Mega Knight
Archers
Knight Zap Battle Ram Mega Knight
Knight
Bats Archers Battle Ram Zap The Log
Battle Ram
Zap Knight The Log Bats Archers
Rage
Bats
The Log
Battle Ram Zap Knight Mega Knight
Mega Knight
Bats Zap Archers The Log

Defense Synergies 3 10

Bats
Knight Zap The Log Mega Knight
Zap
Mega Knight Bats Archers Knight The Log
Archers
Knight Zap The Log Mega Knight
Knight
Bats Archers Zap The Log
Battle Ram
Rage
The Log
Bats Zap Archers Knight Mega Knight
Mega Knight
Zap Bats Archers 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.

Zap Knight The Log
Bats Zap Knight The Log Mega Knight
Mega Knight Bats Archers Knight
Bats Knight Mega Knight
The Log Mega Knight
The Log Bats Zap Archers Mega Knight
Bats Zap Archers
Zap The Log Mega Knight
Knight Archers Mega Knight
Bats Archers Zap Knight The Log Mega Knight
Bats Zap Archers
Mega Knight Bats Zap Knight The Log
Mega Knight Bats Zap The Log
Knight Mega Knight
Zap The Log Mega Knight
Mega Knight Bats Knight
Mega Knight Bats Zap Archers Knight The Log
Zap The Log Bats Archers Knight Mega Knight
Mega Knight Bats Archers Knight The Log

Counters to secondary win conditions

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

Knight Mega Knight Zap Archers
Zap Archers Knight The Log Mega Knight
Mega Knight Bats Zap Knight The Log
Mega Knight Bats Zap Knight The Log
Knight Mega Knight
Bats Zap Archers
Bats Archers Knight
Mega Knight Knight
Zap Mega Knight Bats Knight The Log
Mega Knight Bats Knight
Mega Knight Zap The Log
Mega Knight Knight
Archers Mega Knight
Bats Zap Archers Knight The Log
Bats Mega Knight Zap Archers 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.)

Knight The Log
Zap The Log
The Log
Knight The Log
Zap The Log Mega Knight
Bats Zap
Archers The Log
The Log Zap
The Log Zap
Bats
Zap Knight The Log
Zap Archers
Knight The Log
Zap The Log
Zap The Log
The Log Mega Knight
Bats
Zap Archers The Log Mega Knight
Zap The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap The Log Mega Knight
The Log Zap
Zap The Log Mega Knight
Zap The Log
Bats Zap Archers
Zap Bats
Zap The Log Mega Knight
Zap
Mega Knight
The Log
Zap Bats Archers
Zap Archers
The Log
Knight Mega Knight
The Log Zap
Zap
Mega Knight
Zap Bats The Log
Bats Zap
Zap The Log Mega Knight

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