My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Three Musketeers

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 Battle Ram Elixir Collector Three Musketeers Bandit Lumberjack

Offensive cards

Win conditions

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

Battle Ram Three Musketeers

Damage spells

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

Zap

Punishments

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

Battle Ram Bandit Lumberjack

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Heal Spirit Battle Ram Bandit Lumberjack

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.

Bandit Lumberjack

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 Battle Ram Three Musketeers Bandit
Giant Snowball
Bats Battle Ram Three Musketeers Lumberjack
Zap
Bats Battle Ram Three Musketeers Bandit
Barbarian Barrel
Heal Spirit Battle Ram Three Musketeers Bandit Lumberjack
The Log
Heal Spirit Battle Ram Three Musketeers Bandit Lumberjack
Earthquake
Elixir Collector
Arrows
Bats Heal Spirit
Royal Delivery
Bats Heal Spirit Battle Ram Three Musketeers Bandit Lumberjack
Fireball
Battle Ram Elixir Collector Three Musketeers Bandit Lumberjack
Poison
Bats Elixir Collector Three Musketeers
Lightning
Battle Ram Elixir Collector Three Musketeers Bandit Lumberjack
Rocket
Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Bats Heal Spirit Battle Ram Elixir Collector

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.

Heal Spirit Three Musketeers

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.

Heal Spirit Bats Zap Bandit Battle Ram Lumberjack Elixir Collector Three Musketeers

Shortest cycle

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

8 Heal Spirit Bats Zap Bandit

Attack Synergies 2 16

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
Zap Battle Ram Bandit Lumberjack
Zap
Battle Ram Bats Heal Spirit Three Musketeers Bandit Lumberjack
Heal Spirit
Zap Battle Ram Three Musketeers Bandit Lumberjack
Battle Ram
Zap Bandit Bats Heal Spirit Three Musketeers Lumberjack
Elixir Collector
Three Musketeers
Zap Heal Spirit Battle Ram Bandit
Bandit
Battle Ram Bats Zap Heal Spirit Three Musketeers Lumberjack
Lumberjack
Bats Zap Heal Spirit Battle Ram Bandit

Defense Synergies 0 8

Bats
Zap Bandit Lumberjack
Zap
Bats Three Musketeers Bandit Lumberjack
Heal Spirit
Battle Ram
Elixir Collector
Three Musketeers
Zap Bandit
Bandit
Bats Zap Three Musketeers Lumberjack
Lumberjack
Bats Zap Bandit

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
Lumberjack Bats Zap Three Musketeers Bandit
Three Musketeers Lumberjack Bats Bandit
Three Musketeers Lumberjack Bats Bandit
Lumberjack
Bats Zap Bandit Lumberjack
Bats Three Musketeers Zap
Zap Bandit
Three Musketeers Lumberjack
Bandit Lumberjack
Bats Zap Bandit Lumberjack
Three Musketeers Bats Zap
Lumberjack Bats Zap Three Musketeers Bandit
Three Musketeers Bats Zap Lumberjack
Three Musketeers Bandit Lumberjack
Zap Three Musketeers Bandit Lumberjack
Three Musketeers Bats Lumberjack
Bats Zap Three Musketeers Bandit Lumberjack
Zap Bats Bandit Lumberjack
Three Musketeers Lumberjack
Bats Bandit Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap Bandit
Bandit Zap Lumberjack
Bandit Lumberjack Bats Zap
Lumberjack Bats Zap Bandit
Three Musketeers Bandit Lumberjack
Bats Zap Three Musketeers
Bats Bandit Lumberjack
Lumberjack
Zap Bats Bandit
Three Musketeers
Bats Lumberjack
Zap
Three Musketeers Bandit Lumberjack
Three Musketeers
Bats Zap Three Musketeers Lumberjack
Bats Zap
Zap

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.)

Bandit
Zap Bandit
Bandit
Zap
Bats Zap
Zap
Zap Bandit
Bats Three Musketeers Lumberjack
Zap Bandit
Zap
Three Musketeers Bandit
Bandit
Zap
Zap Three Musketeers Bandit
Three Musketeers Bandit
Three Musketeers
Bats
Zap Three Musketeers Bandit
Zap
Zap
Zap
Zap Bandit
Zap Bandit
Zap Bandit
Bats Zap
Zap Bats
Zap Bandit
Zap
Zap Bats Bandit
Zap Three Musketeers
Three Musketeers Lumberjack
Zap
Zap
Three Musketeers
Zap Bats
Bats Zap
Zap Bandit

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