My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 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.

Firecracker

Defensive buildings

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

Cannon

Investments

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

Knight Firecracker Electro Giant Mega Knight

Offensive cards

Win conditions

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

Wall Breakers Electro Giant

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.

Wall Breakers Electro Giant 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 Wall Breakers Electro 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
Wall Breakers
Giant Snowball
Cannon Wall Breakers
Zap
Cannon Firecracker Wall Breakers
Barbarian Barrel
Knight Cannon Firecracker Wall Breakers
The Log
Cannon Firecracker Wall Breakers
Earthquake
Cannon Firecracker
Arrows
Firecracker Wall Breakers
Royal Delivery
Knight Firecracker Wall Breakers
Fireball
Cannon Firecracker Wall Breakers
Poison
Cannon Firecracker
Lightning
Knight Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Electro Giant 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.

Arrows Knight Electro Giant 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers The Log Arrows Knight Cannon Firecracker Electro Giant Mega Knight

Shortest cycle

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

10 Wall Breakers The Log Arrows Knight

Attack Synergies 2 9

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.

Arrows
Knight Wall Breakers Mega Knight
Knight
Firecracker Wall Breakers Arrows The Log
Cannon
Firecracker
Knight Wall Breakers Mega Knight
Wall Breakers
Knight Arrows Firecracker The Log Mega Knight
Electro Giant
The Log
Knight Wall Breakers Mega Knight
Mega Knight
Arrows Firecracker Wall Breakers The Log

Defense Synergies 5 7

Arrows
Mega Knight Knight Cannon
Knight
Cannon Firecracker Arrows The Log
Cannon
Knight The Log Arrows Firecracker Electro Giant
Firecracker
Knight The Log Cannon Mega Knight
Wall Breakers
Electro Giant
Cannon
The Log
Cannon Firecracker Knight Mega Knight
Mega Knight
Arrows 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.

Knight Cannon Firecracker The Log
Knight Cannon Firecracker The Log Mega Knight
Cannon Mega Knight Knight
Cannon Knight Firecracker Mega Knight
Arrows Firecracker The Log Mega Knight
Arrows The Log Cannon Firecracker Mega Knight
Arrows Cannon Firecracker
Arrows Cannon Electro Giant The Log Mega Knight
Cannon
Knight Cannon Firecracker Mega Knight
Arrows Knight Cannon Firecracker Electro Giant The Log Mega Knight
Arrows Firecracker
Cannon Mega Knight Knight The Log
Mega Knight Arrows Cannon Firecracker The Log
Knight Cannon Mega Knight
Cannon Electro Giant The Log Mega Knight
Mega Knight Arrows Knight Cannon Firecracker
Arrows Cannon Mega Knight Knight Firecracker The Log
Arrows The Log Knight Cannon Firecracker Mega Knight
Cannon
Mega Knight Arrows Knight Cannon Firecracker Electro Giant The Log

Counters to secondary win conditions

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

Knight Mega Knight Electro Giant
Arrows Knight Firecracker The Log Mega Knight
Mega Knight Knight The Log
Mega Knight Knight The Log
Knight Cannon Mega Knight
Arrows Firecracker Electro Giant
Knight
Mega Knight Knight
Mega Knight Knight Firecracker The Log
Cannon
Mega Knight Knight
Mega Knight Arrows Electro Giant The Log
Mega Knight Knight Cannon
Cannon Firecracker Electro Giant Mega Knight
Electro Giant Knight Firecracker The Log
Arrows Mega Knight Cannon Firecracker Electro Giant The Log
Arrows Cannon
Cannon Mega Knight
Cannon

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 Knight Firecracker The Log
Arrows Firecracker The Log
Arrows The Log
Arrows Knight Firecracker The Log
Arrows Firecracker The Log Mega Knight
Arrows Firecracker Electro Giant
Arrows Firecracker The Log
Arrows The Log Firecracker
Arrows The Log Firecracker
Firecracker Arrows Knight The Log
Arrows Firecracker
Knight Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker The Log Mega Knight
Arrows
Arrows Firecracker The Log Mega Knight
Arrows Firecracker Electro Giant The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows The Log
Arrows Firecracker Electro Giant The Log Mega Knight
Arrows Firecracker The Log
Arrows The Log Mega Knight
Arrows Firecracker The Log
Arrows Firecracker Electro Giant
Firecracker Electro Giant
Arrows The Log Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker The Log
Arrows Firecracker
Arrows The Log
Knight Firecracker Mega Knight
Arrows The Log Firecracker
Arrows Electro Giant
Firecracker Mega Knight
Electro Giant Firecracker The Log
Firecracker
Firecracker Electro Giant The Log Mega Knight
Firecracker Mega Knight

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