My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Magic Archer Ram Rider

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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Mega Minion

Defensive buildings

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

X-Bow

Investments

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

Skeletons Royal Giant Mega Minion Battle Ram Giant X-Bow

Offensive cards

Win conditions

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

Royal Giant Battle Ram Giant X-Bow

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.

Royal Giant Battle Ram Giant X-Bow

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.

Fire Spirit Royal Giant Battle Ram Giant X-Bow

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 Battle Ram Giant
Giant Snowball
Skeletons Fire Spirit Mega Minion Battle Ram
Zap
Skeletons Fire Spirit Royal Giant Battle Ram X-Bow
Barbarian Barrel
Skeletons Fire Spirit Battle Ram X-Bow
The Log
Skeletons Fire Spirit Royal Giant Battle Ram X-Bow
Earthquake
Skeletons X-Bow
Arrows
Skeletons Fire Spirit
Royal Delivery
Skeletons Fire Spirit Mega Minion Battle Ram
Fireball
Mega Minion Battle Ram X-Bow
Poison
Mega Minion X-Bow
Lightning
Mega Minion Battle Ram X-Bow
Rocket
X-Bow

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit The Log

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.

Fire Spirit Mega Minion Battle Ram

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.

Fire Spirit

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 Fire Spirit The Log Mega Minion Battle Ram Giant Royal Giant X-Bow

Shortest cycle

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

7 Skeletons Fire Spirit The Log Mega Minion

Attack Synergies 4 8

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
Fire Spirit
Royal Giant Mega Minion Battle Ram Giant X-Bow
Royal Giant
Fire Spirit Mega Minion The Log
Mega Minion
Giant Fire Spirit Royal Giant X-Bow
Battle Ram
The Log Fire Spirit
Giant
Mega Minion Fire Spirit The Log
X-Bow
The Log Fire Spirit Mega Minion
The Log
Battle Ram X-Bow Royal Giant Giant

Defense Synergies 2 6

Skeletons
X-Bow Fire Spirit Mega Minion The Log
Fire Spirit
Skeletons The Log
Royal Giant
Mega Minion
Skeletons X-Bow The Log
Battle Ram
Giant
X-Bow
Skeletons The Log Mega Minion
The Log
X-Bow Skeletons Fire Spirit Mega Minion

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.

Mega Minion X-Bow The Log
Skeletons Mega Minion X-Bow The Log
Skeletons Fire Spirit Mega Minion
Skeletons Mega Minion
X-Bow The Log
The Log Skeletons Fire Spirit Mega Minion X-Bow
Mega Minion Fire Spirit X-Bow
X-Bow The Log
Skeletons X-Bow
Skeletons Fire Spirit
Skeletons Mega Minion X-Bow The Log
Mega Minion
Skeletons Fire Spirit X-Bow The Log
Fire Spirit Mega Minion X-Bow The Log
X-Bow
X-Bow The Log
Skeletons X-Bow
Fire Spirit Mega Minion X-Bow The Log
The Log Fire Spirit Mega Minion
Fire Spirit The Log

Counters to secondary win conditions

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

Skeletons X-Bow
Mega Minion X-Bow The Log
Skeletons The Log
X-Bow The Log
Skeletons
Fire Spirit Skeletons
Skeletons Mega Minion
Skeletons Mega Minion X-Bow The Log
Skeletons Mega Minion
Mega Minion
The Log
Skeletons
Skeletons Mega Minion X-Bow The Log
Mega Minion 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.)

X-Bow The Log
X-Bow The Log
X-Bow The Log
The Log
Fire Spirit The Log
Fire Spirit Mega Minion
Fire Spirit The Log
X-Bow The Log Fire Spirit
The Log X-Bow
Fire Spirit X-Bow
X-Bow The Log
Fire Spirit
Fire Spirit The Log
X-Bow
X-Bow The Log
X-Bow The Log
X-Bow The Log
Fire Spirit Mega Minion X-Bow The Log
Fire Spirit X-Bow The Log
X-Bow The Log
X-Bow The Log
X-Bow The Log
The Log Fire Spirit
Mega Minion
X-Bow The Log
X-Bow The Log
X-Bow The Log
Fire Spirit X-Bow
Mega Minion
Mega Minion
X-Bow The Log
The Log
Fire Spirit X-Bow
Fire Spirit Mega Minion
The Log
Mega Minion
The Log
Mega Minion
The Log
X-Bow The Log

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