My Best Clash Royale Deck

Deck Check Rating

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

4 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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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.

Fire Spirit Bats Dart Goblin 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 Musketeer

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

The Log

Punishments

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

Wall Breakers

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 Dart Goblin Wall Breakers

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 Wall Breakers Guards
Giant Snowball
Skeletons Fire Spirit Bats Dart Goblin Musketeer Wall Breakers Guards
Zap
Skeletons Fire Spirit Bats Dart Goblin Wall Breakers Guards
Barbarian Barrel
Skeletons Fire Spirit Dart Goblin Musketeer Wall Breakers Guards
The Log
Skeletons Fire Spirit Dart Goblin Musketeer Wall Breakers Guards
Earthquake
Skeletons Guards
Arrows
Skeletons Fire Spirit Bats Dart Goblin Wall Breakers Guards
Royal Delivery
Skeletons Fire Spirit Bats Dart Goblin Musketeer Wall Breakers Guards
Fireball
Dart Goblin Musketeer Wall Breakers
Poison
Bats Dart Goblin Musketeer Guards
Lightning
Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit The Log

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 Guards

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 Dart Goblin 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Bats Wall Breakers The Log Dart Goblin Guards Musketeer

Shortest cycle

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

6 Skeletons Fire Spirit Bats Wall Breakers

Attack Synergies 0 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.

Skeletons
Fire Spirit
Wall Breakers
Bats
Wall Breakers
Dart Goblin
Wall Breakers The Log
Musketeer
The Log
Wall Breakers
Fire Spirit Bats Dart Goblin The Log
Guards
The Log
The Log
Dart Goblin Musketeer Wall Breakers Guards

Defense Synergies 4 11

Skeletons
Dart Goblin Musketeer Fire Spirit Bats The Log
Fire Spirit
Skeletons The Log
Bats
Skeletons Dart Goblin Musketeer The Log
Dart Goblin
Skeletons Bats Musketeer Guards The Log
Musketeer
Skeletons Guards The Log Bats Dart Goblin
Wall Breakers
Guards
Musketeer Dart Goblin The Log
The Log
Musketeer Skeletons Fire Spirit Bats Dart Goblin Guards

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.

Dart Goblin Musketeer The Log
Skeletons Bats Dart Goblin Musketeer The Log
Skeletons Fire Spirit Bats Dart Goblin Musketeer
Skeletons Bats Dart Goblin Musketeer Guards
The Log
The Log Skeletons Fire Spirit Bats Dart Goblin Musketeer Guards
Bats Dart Goblin Musketeer Fire Spirit
Dart Goblin Musketeer The Log
Skeletons Musketeer
Guards Skeletons Fire Spirit Dart Goblin Musketeer
Bats Dart Goblin Guards Skeletons Musketeer The Log
Musketeer Bats Dart Goblin
Skeletons Fire Spirit Bats Musketeer Guards The Log
Fire Spirit Bats Dart Goblin Guards The Log
The Log
Skeletons Bats Musketeer
Fire Spirit Bats Dart Goblin Musketeer Guards The Log
The Log Fire Spirit Bats Dart Goblin Musketeer Guards
Dart Goblin Musketeer
Fire Spirit Bats Dart Goblin Musketeer Guards The Log

Counters to secondary win conditions

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

Guards Skeletons
Musketeer The Log
Guards Skeletons Bats Musketeer The Log
Guards Bats Musketeer The Log
Skeletons Musketeer Guards
Fire Spirit Skeletons Bats Dart Goblin Musketeer
Guards Skeletons Bats Dart Goblin Musketeer
Skeletons Bats The Log
Skeletons Dart Goblin Musketeer Guards
Bats Dart Goblin Musketeer Guards
Guards The Log
Skeletons Guards
Dart Goblin Musketeer
Guards Skeletons Bats Dart Goblin Musketeer The Log
Bats Dart Goblin Musketeer The Log

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.)

Dart Goblin Musketeer Guards The Log
Dart Goblin Musketeer The Log
Dart Goblin The Log
Dart Goblin Musketeer Guards The Log
Fire Spirit The Log
Fire Spirit Bats Dart Goblin Musketeer
Fire Spirit Dart Goblin Musketeer The Log
The Log Fire Spirit Dart Goblin
The Log Dart Goblin
Fire Spirit Bats Musketeer Guards
Dart Goblin Musketeer The Log
Fire Spirit Dart Goblin Musketeer
Fire Spirit Dart Goblin Musketeer The Log
Dart Goblin Musketeer
Dart Goblin Musketeer The Log
Dart Goblin Musketeer The Log
Dart Goblin Musketeer The Log
Bats
Fire Spirit Dart Goblin Musketeer The Log
Fire Spirit Dart Goblin The Log
Musketeer The Log
Musketeer The Log
Musketeer The Log
The Log Fire Spirit
The Log Dart Goblin Musketeer
Musketeer The Log
Dart Goblin Musketeer The Log
Fire Spirit Bats Dart Goblin Musketeer
Bats Dart Goblin Musketeer Guards
Dart Goblin Musketeer The Log
The Log
Fire Spirit Bats Dart Goblin Musketeer Guards
Fire Spirit Dart Goblin Musketeer
The Log
Dart Goblin Musketeer
The Log Dart Goblin Musketeer
Dart Goblin Musketeer
Bats Dart Goblin Musketeer Guards The Log
Bats Dart Goblin Musketeer
Dart Goblin Musketeer The Log
Dart Goblin

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