My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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.

Bats Musketeer Wizard Inferno Dragon

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 Royal Giant Musketeer Wizard Balloon Inferno Dragon

Offensive cards

Win conditions

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

Royal Giant Balloon

Damage spells

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

Rage

Punishments

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

Royal Giant Balloon

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.

Royal Giant Balloon

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.

Balloon

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 Royal Giant Skeleton Army Balloon Inferno Dragon
Giant Snowball
Bats Musketeer Skeleton Army Balloon Inferno Dragon
Zap
Bats Royal Giant Skeleton Army Balloon Inferno Dragon
Barbarian Barrel
Musketeer Wizard Skeleton Army
The Log
Royal Giant Musketeer Skeleton Army
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Musketeer Wizard Skeleton Army Balloon Inferno Dragon
Fireball
Musketeer Wizard Skeleton Army Balloon Inferno Dragon
Poison
Bats Musketeer Wizard Skeleton Army Balloon
Lightning
Musketeer Wizard Balloon Inferno Dragon
Rocket
Musketeer Wizard Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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 Rage Skeleton Army Inferno Dragon

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 Skeleton Army

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.

Musketeer Wizard

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.

Bats Rage Skeleton Army Musketeer Inferno Dragon Wizard Balloon Royal Giant

Shortest cycle

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

11 Bats Rage Skeleton Army Musketeer

Attack Synergies 3 7

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
Royal Giant Balloon Rage Inferno Dragon
Royal Giant
Bats Musketeer Wizard
Musketeer
Royal Giant Balloon
Wizard
Royal Giant Rage Balloon
Rage
Balloon Bats Wizard
Skeleton Army
Balloon
Bats Rage Musketeer Wizard
Inferno Dragon
Bats

Defense Synergies 0 5

Bats
Musketeer Inferno Dragon
Royal Giant
Musketeer
Bats Skeleton Army
Wizard
Skeleton Army
Rage
Skeleton Army
Musketeer Wizard Inferno Dragon
Balloon
Inferno Dragon
Bats Skeleton Army

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.

Musketeer Wizard
Skeleton Army Inferno Dragon Bats Musketeer
Skeleton Army Bats Musketeer Inferno Dragon
Skeleton Army Inferno Dragon Bats Musketeer
Skeleton Army
Skeleton Army Bats Musketeer
Bats Musketeer Inferno Dragon Wizard
Musketeer
Inferno Dragon Musketeer Skeleton Army
Skeleton Army Musketeer
Bats Skeleton Army Musketeer Wizard
Musketeer Inferno Dragon Bats Wizard
Skeleton Army Bats Musketeer Wizard
Wizard Skeleton Army Bats
Skeleton Army Inferno Dragon
Skeleton Army Inferno Dragon
Wizard Bats Musketeer Skeleton Army
Bats Musketeer Wizard Skeleton Army
Wizard Bats Musketeer Inferno Dragon
Musketeer Inferno Dragon
Wizard Skeleton Army Bats Musketeer

Counters to secondary win conditions

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

Skeleton Army
Musketeer Wizard Inferno Dragon
Skeleton Army Bats Musketeer
Skeleton Army Bats Musketeer
Musketeer Skeleton Army Inferno Dragon
Wizard Bats Musketeer
Skeleton Army Bats Musketeer
Skeleton Army Inferno Dragon
Bats Skeleton Army Inferno Dragon
Musketeer Skeleton Army Inferno Dragon
Inferno Dragon Bats Musketeer
Skeleton Army
Skeleton Army Wizard
Wizard Musketeer Skeleton Army
Skeleton Army Bats Musketeer Inferno Dragon
Bats Musketeer Wizard Inferno Dragon

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.)

Musketeer
Musketeer
Musketeer
Wizard
Wizard Bats Musketeer
Musketeer Wizard
Wizard
Wizard
Bats Musketeer
Musketeer Wizard
Musketeer Wizard
Musketeer
Musketeer
Musketeer
Musketeer Wizard
Musketeer Wizard
Bats
Musketeer Wizard
Wizard
Musketeer
Wizard
Musketeer
Musketeer
Wizard
Inferno Dragon
Musketeer Wizard
Musketeer Wizard
Musketeer
Bats Musketeer Wizard
Bats Musketeer Wizard
Musketeer Wizard
Wizard
Bats Musketeer Skeleton Army
Musketeer Wizard
Musketeer Wizard
Musketeer Wizard
Musketeer
Bats Musketeer
Bats Musketeer
Musketeer
Inferno Dragon
Wizard

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