My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang 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.

Battle Ram Three Musketeers Bandit Mega Knight

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 The Log

Punishments

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

Goblin Gang Battle Ram Bandit Mega Knight

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.

Goblin Gang Heal Spirit Battle Ram Bandit Mega Knight

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

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
Goblin Gang Battle Ram Three Musketeers Bandit
Giant Snowball
Goblin Gang Battle Ram Three Musketeers
Zap
Goblin Gang Battle Ram Three Musketeers Bandit
Barbarian Barrel
Goblin Gang Heal Spirit Battle Ram Three Musketeers Bandit
The Log
Goblin Gang Heal Spirit Battle Ram Three Musketeers Bandit
Earthquake
Goblin Gang
Arrows
Goblin Gang Heal Spirit
Royal Delivery
Goblin Gang Heal Spirit Battle Ram Three Musketeers Bandit
Fireball
Goblin Gang Battle Ram Three Musketeers Bandit
Poison
Goblin Gang Three Musketeers
Lightning
Battle Ram Three Musketeers Bandit
Rocket
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 The Log Mega Knight

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.

Heal Spirit Battle Ram Mega Knight

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.

Goblin Gang 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Zap The Log Goblin Gang Bandit Battle Ram Mega Knight Three Musketeers

Shortest cycle

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

8 Heal Spirit Zap The Log Goblin Gang

Attack Synergies 3 18

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.

Zap
Battle Ram Heal Spirit Three Musketeers The Log Bandit Mega Knight
Goblin Gang
Battle Ram Three Musketeers Bandit
Heal Spirit
Zap Battle Ram Three Musketeers Bandit Mega Knight
Battle Ram
Zap The Log Bandit Goblin Gang Heal Spirit Three Musketeers
Three Musketeers
Zap Goblin Gang Heal Spirit Battle Ram The Log Bandit
The Log
Battle Ram Zap Three Musketeers Bandit Mega Knight
Bandit
Battle Ram Zap Goblin Gang Heal Spirit Three Musketeers The Log Mega Knight
Mega Knight
Zap Heal Spirit The Log Bandit

Defense Synergies 1 11

Zap
Mega Knight Goblin Gang Three Musketeers The Log Bandit
Goblin Gang
Zap The Log Bandit
Heal Spirit
Battle Ram
Three Musketeers
Zap The Log Bandit
The Log
Zap Goblin Gang Three Musketeers Bandit Mega Knight
Bandit
Zap Goblin Gang Three Musketeers The Log Mega Knight
Mega Knight
Zap The Log 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 The Log
Zap Goblin Gang Three Musketeers The Log Bandit Mega Knight
Goblin Gang Three Musketeers Mega Knight Bandit
Three Musketeers Goblin Gang Bandit Mega Knight
The Log Mega Knight
Goblin Gang The Log Zap Bandit Mega Knight
Three Musketeers Zap Goblin Gang
Zap The Log Bandit Mega Knight
Three Musketeers Goblin Gang
Goblin Gang Bandit Mega Knight
Goblin Gang Zap The Log Bandit Mega Knight
Three Musketeers Zap Goblin Gang
Mega Knight Zap Goblin Gang Three Musketeers The Log Bandit
Three Musketeers Mega Knight Zap Goblin Gang The Log
Goblin Gang Three Musketeers Bandit Mega Knight
Zap Goblin Gang Three Musketeers The Log Bandit Mega Knight
Three Musketeers Mega Knight Goblin Gang
Mega Knight Zap Goblin Gang Three Musketeers The Log Bandit
Zap The Log Bandit Mega Knight
Three Musketeers
Goblin Gang Mega Knight The Log Bandit

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Bandit
Bandit Zap Goblin Gang The Log Mega Knight
Goblin Gang Bandit Mega Knight Zap The Log
Goblin Gang Mega Knight Zap The Log Bandit
Goblin Gang Three Musketeers Bandit Mega Knight
Zap Goblin Gang Three Musketeers
Goblin Gang Bandit
Mega Knight
Zap Mega Knight The Log Bandit
Goblin Gang Three Musketeers
Mega Knight
Mega Knight Zap The Log
Mega Knight Goblin Gang Three Musketeers Bandit
Three Musketeers Mega Knight
Goblin Gang Zap Three Musketeers The Log
Mega Knight Zap The Log
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.)

The Log Bandit
Zap The Log Bandit
The Log Bandit
The Log
Zap The Log Mega Knight
Zap
The Log
The Log Zap
The Log Zap Bandit
Goblin Gang Three Musketeers
Zap The Log Bandit
Zap
Three Musketeers The Log Bandit
Bandit
Zap The Log
Zap Three Musketeers The Log Bandit
Three Musketeers The Log Bandit Mega Knight
Three Musketeers
Zap Three Musketeers The Log Bandit Mega Knight
Zap The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap The Log Mega Knight
The Log Zap Bandit
Zap The Log Bandit Mega Knight
Zap The Log Bandit
Zap
Zap
Zap The Log Bandit Mega Knight
Zap
Mega Knight
The Log
Zap Goblin Gang Bandit
Zap Three Musketeers
The Log
Goblin Gang Three Musketeers Mega Knight
The Log Zap
Zap
Three Musketeers Mega Knight
Zap Goblin Gang The Log
Zap
Zap The Log Bandit Mega Knight
Mega Knight

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