My Best Clash Royale Deck

Deck Check Rating

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

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 Musketeer

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.

Skeletons Bats Archers Musketeer Electro Giant

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Tornado

Punishments

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

Elite Barbarians Electro Giant

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.

Electro Spirit Elite Barbarians Electro Giant

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.

Electro Spirit Elite Barbarians

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 Bats Archers Elite Barbarians
Giant Snowball
Skeletons Bats Archers Musketeer
Zap
Skeletons Bats Archers
Barbarian Barrel
Skeletons Electro Spirit Archers Elite Barbarians Musketeer
The Log
Skeletons Electro Spirit Archers Elite Barbarians Musketeer
Earthquake
Skeletons Archers
Arrows
Skeletons Electro Spirit Bats Archers
Royal Delivery
Skeletons Electro Spirit Bats Archers Elite Barbarians Musketeer
Fireball
Archers Elite Barbarians Musketeer
Poison
Bats Archers Musketeer
Lightning
Elite Barbarians Musketeer
Rocket
Elite Barbarians Musketeer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Tornado Electro Giant

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.

Electro Spirit Bats Tornado Electro Giant

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.

Elite Barbarians

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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Bats Archers Tornado Musketeer Elite Barbarians Electro Giant

Shortest cycle

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

7 Skeletons Electro Spirit Bats Archers

Attack Synergies 1 4

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
Electro Spirit
Elite Barbarians Electro Giant
Bats
Elite Barbarians
Archers
Elite Barbarians
Elite Barbarians
Electro Spirit Bats Archers
Musketeer
Tornado
Electro Giant
Electro Giant
Tornado Electro Spirit

Defense Synergies 1 9

Skeletons
Musketeer Electro Spirit Bats Archers Elite Barbarians Tornado
Electro Spirit
Skeletons
Bats
Skeletons Musketeer
Archers
Skeletons Tornado
Elite Barbarians
Skeletons
Musketeer
Skeletons Bats Tornado
Tornado
Skeletons Archers Musketeer Electro Giant
Electro Giant
Tornado

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
Elite Barbarians Skeletons Bats Musketeer
Tornado Skeletons Bats Archers Elite Barbarians Musketeer
Elite Barbarians Skeletons Bats Musketeer
Elite Barbarians Tornado
Tornado Skeletons Electro Spirit Bats Archers Musketeer
Bats Musketeer Tornado Electro Spirit Archers
Electro Spirit Musketeer Electro Giant
Skeletons Elite Barbarians Musketeer Tornado
Elite Barbarians Tornado Skeletons Archers Musketeer
Bats Archers Skeletons Electro Spirit Musketeer Tornado Electro Giant
Musketeer Bats Archers Tornado
Skeletons Bats Elite Barbarians Musketeer
Electro Spirit Bats Tornado
Elite Barbarians
Tornado Elite Barbarians Electro Giant
Skeletons Bats Elite Barbarians Musketeer Tornado
Electro Spirit Bats Archers Elite Barbarians Musketeer Tornado
Tornado Electro Spirit Bats Archers Musketeer
Elite Barbarians Musketeer Tornado
Electro Spirit Bats Archers Elite Barbarians Musketeer Electro Giant

Counters to secondary win conditions

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

Skeletons Archers Elite Barbarians Electro Giant
Archers Elite Barbarians Musketeer
Skeletons Bats Elite Barbarians Musketeer
Bats Elite Barbarians Musketeer Tornado
Skeletons Elite Barbarians Musketeer
Electro Giant Skeletons Electro Spirit Bats Archers Musketeer Tornado
Skeletons Bats Archers Elite Barbarians Musketeer
Elite Barbarians
Skeletons Electro Spirit Bats Elite Barbarians Tornado
Skeletons Musketeer
Bats Elite Barbarians Musketeer
Elite Barbarians Tornado Electro Giant
Elite Barbarians Skeletons
Archers Musketeer Electro Giant
Elite Barbarians Electro Giant Skeletons Electro Spirit Bats Archers Musketeer Tornado
Bats Electro Spirit Archers Elite Barbarians Musketeer Electro Giant
Electro Spirit

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 Tornado
Musketeer
Electro Giant Electro Spirit Bats Musketeer Tornado
Archers Musketeer Tornado
Tornado
Tornado
Bats Elite Barbarians Musketeer Tornado
Musketeer Tornado
Archers Musketeer Tornado
Elite Barbarians Musketeer
Musketeer
Elite Barbarians Musketeer
Musketeer
Musketeer
Tornado
Bats
Archers Musketeer
Tornado Electro Giant
Musketeer
Tornado
Musketeer Tornado
Musketeer
Tornado Electro Giant Electro Spirit
Musketeer Tornado
Musketeer Tornado
Musketeer Tornado
Elite Barbarians Bats Archers Musketeer Tornado Electro Giant
Electro Spirit Bats Musketeer Electro Giant
Elite Barbarians
Musketeer
Electro Spirit
Electro Spirit Bats Archers Musketeer
Archers Musketeer Tornado
Musketeer
Musketeer
Tornado Electro Giant
Elite Barbarians Musketeer
Electro Giant Electro Spirit Bats Elite Barbarians Musketeer Tornado
Bats Musketeer Tornado
Musketeer Tornado Electro Giant

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