My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Mediocre
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.

Fire Spirit Bats Three Musketeers

Defensive buildings

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

Tombstone

Investments

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

Bomber Bats Knight Tombstone Three Musketeers Dark Prince

Offensive cards

Win conditions

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

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.

Dark Prince

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 Knight Dark Prince

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.

Dark Prince

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
Bomber Bats Three Musketeers Dark Prince
Giant Snowball
Fire Spirit Bomber Bats Tombstone Three Musketeers
Zap
Fire Spirit Bomber Bats Tombstone Three Musketeers Dark Prince
Barbarian Barrel
Fire Spirit Bomber Knight Tombstone Three Musketeers Dark Prince
The Log
Fire Spirit Bomber Tombstone Three Musketeers Dark Prince
Earthquake
Bomber Tombstone
Arrows
Fire Spirit Bomber Bats Tombstone
Royal Delivery
Fire Spirit Bomber Bats Knight Three Musketeers Dark Prince
Fireball
Bomber Tombstone Three Musketeers
Poison
Bomber Bats Tombstone Three Musketeers
Lightning
Knight Tombstone Three Musketeers Dark Prince
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Zap Dark Prince

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 Bats Knight Tombstone Dark Prince

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 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber Bats Zap Knight Tombstone Dark Prince Three Musketeers

Shortest cycle

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

7 Fire Spirit Bomber Bats Zap

Attack Synergies 2 14

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.

Fire Spirit
Zap Knight Three Musketeers Dark Prince
Bomber
Bats Zap Knight Dark Prince
Bats
Knight Bomber Zap Dark Prince
Zap
Fire Spirit Bomber Bats Knight Three Musketeers Dark Prince
Knight
Bats Three Musketeers Fire Spirit Bomber Zap
Tombstone
Three Musketeers
Knight Fire Spirit Zap Dark Prince
Dark Prince
Fire Spirit Bomber Bats Zap Three Musketeers

Defense Synergies 3 12

Fire Spirit
Knight Zap
Bomber
Knight Bats Zap Tombstone Dark Prince
Bats
Knight Bomber Zap Dark Prince
Zap
Fire Spirit Bomber Bats Knight Tombstone Three Musketeers Dark Prince
Knight
Fire Spirit Bomber Bats Zap Three Musketeers
Tombstone
Bomber Zap
Three Musketeers
Zap Knight
Dark Prince
Bomber Bats Zap

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.

Bomber Zap Knight Tombstone
Bats Zap Knight Tombstone Three Musketeers Dark Prince
Three Musketeers Fire Spirit Bomber Bats Knight Tombstone Dark Prince
Three Musketeers Bats Knight Tombstone Dark Prince
Bomber Tombstone Dark Prince
Fire Spirit Bomber Bats Zap Dark Prince
Bats Three Musketeers Fire Spirit Zap Tombstone
Zap
Three Musketeers Tombstone
Knight Fire Spirit Bomber Dark Prince
Bats Bomber Zap Knight Tombstone Dark Prince
Three Musketeers Bats Zap
Tombstone Fire Spirit Bomber Bats Zap Knight Three Musketeers Dark Prince
Fire Spirit Bomber Three Musketeers Bats Zap Tombstone Dark Prince
Knight Tombstone Three Musketeers
Zap Three Musketeers
Three Musketeers Bomber Bats Knight Tombstone Dark Prince
Fire Spirit Tombstone Bomber Bats Zap Knight Three Musketeers Dark Prince
Zap Fire Spirit Bomber Bats Knight Tombstone Dark Prince
Three Musketeers
Bomber Dark Prince Fire Spirit Bats Knight
Tombstone

Counters to secondary win conditions

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

Knight Zap Tombstone Dark Prince
Bomber Zap Knight
Tombstone Bats Zap Knight Dark Prince
Dark Prince Bats Zap Knight
Knight Tombstone Three Musketeers Dark Prince
Fire Spirit Bats Zap Three Musketeers
Dark Prince Bats Knight Tombstone
Knight Dark Prince
Zap Bats Knight Tombstone Dark Prince
Tombstone Three Musketeers
Bats Knight Tombstone Dark Prince
Zap Dark Prince
Dark Prince Knight Tombstone Three Musketeers
Bomber Three Musketeers
Tombstone Bomber Bats Zap Knight Three Musketeers Dark Prince
Bats Bomber Zap Dark Prince
Bomber Zap Tombstone

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.)

Knight
Zap
Knight Dark Prince
Bomber Fire Spirit Zap Dark Prince
Fire Spirit Bats Zap
Fire Spirit Bomber
Fire Spirit Zap
Zap
Fire Spirit Bats Three Musketeers
Zap Knight Dark Prince
Fire Spirit Zap
Fire Spirit Knight Three Musketeers
Zap
Bomber Zap Three Musketeers
Three Musketeers
Three Musketeers
Bomber Bats
Fire Spirit Bomber Zap Three Musketeers Dark Prince
Fire Spirit Bomber Zap
Zap
Zap Fire Spirit Bomber Dark Prince
Zap
Zap
Zap
Fire Spirit Bats Zap
Zap Bats
Bomber Zap
Zap
Zap Fire Spirit Bats Tombstone Dark Prince
Fire Spirit Zap Three Musketeers
Knight Three Musketeers Dark Prince
Bomber Zap
Zap
Three Musketeers Dark Prince
Zap Bats
Bats Zap
Zap Dark Prince

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