My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Good
Versatility
Godly!
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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Firecracker Musketeer Electro 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.

Bomber Bats Firecracker Musketeer Electro Dragon Golem

Offensive cards

Win conditions

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

Golem

Damage spells

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

The Log

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.

Golem

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.

Firecracker Electro Dragon Golem

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 Clone
Giant Snowball
Bomber Bats Musketeer Clone Electro Dragon
Zap
Bomber Bats Firecracker Clone
Barbarian Barrel
Bomber Firecracker Musketeer Clone
The Log
Bomber Firecracker Musketeer Clone
Earthquake
Bomber Firecracker Clone
Arrows
Bomber Bats Firecracker Clone
Royal Delivery
Bomber Bats Firecracker Musketeer Clone Electro Dragon
Fireball
Bomber Firecracker Musketeer Clone Electro Dragon
Poison
Bomber Bats Firecracker Musketeer Clone Electro Dragon
Lightning
Musketeer Electro Dragon
Rocket
Musketeer Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Firecracker Electro Dragon The Log

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.

Bats Clone Golem

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats The Log Firecracker Clone Musketeer Electro Dragon Golem

Shortest cycle

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

9 Bomber Bats The Log Firecracker

Attack Synergies 3 9

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.

Bomber
Golem Bats
Bats
Bomber Firecracker Clone Golem
Firecracker
Bats Golem
Musketeer
Electro Dragon Golem The Log
Clone
Golem Bats
Electro Dragon
Golem Musketeer
Golem
Bomber Clone Electro Dragon Bats Firecracker Musketeer The Log
The Log
Musketeer Golem

Defense Synergies 2 8

Bomber
Bats The Log
Bats
Bomber Firecracker Musketeer The Log
Firecracker
The Log Bats Musketeer Electro Dragon
Musketeer
The Log Bats Firecracker
Clone
Electro Dragon
Firecracker The Log
Golem
The Log
Firecracker Musketeer Bomber Bats Electro Dragon

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 Firecracker Musketeer Electro Dragon The Log
Bats Firecracker Musketeer Electro Dragon The Log
Bomber Bats Musketeer Electro Dragon
Bats Firecracker Musketeer Electro Dragon
Bomber Firecracker The Log
The Log Bomber Bats Firecracker Musketeer Electro Dragon
Bats Musketeer Firecracker Electro Dragon
Musketeer Electro Dragon The Log
Musketeer
Bomber Firecracker Musketeer
Bats Bomber Firecracker Musketeer Electro Dragon The Log
Musketeer Bats Firecracker Electro Dragon
Bomber Bats Musketeer Electro Dragon The Log
Bomber Bats Firecracker Electro Dragon The Log
The Log
Bomber Bats Firecracker Musketeer Electro Dragon
Bomber Bats Firecracker Musketeer Electro Dragon The Log
The Log Bomber Bats Firecracker Musketeer Electro Dragon
Musketeer
Bomber Bats Firecracker Musketeer Electro Dragon The Log

Counters to secondary win conditions

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

Bomber Firecracker Musketeer Electro Dragon The Log
Bats Musketeer Electro Dragon The Log
Bats Musketeer The Log
Musketeer
Firecracker Bats Musketeer Electro Dragon
Bats Musketeer
Electro Dragon Bats Firecracker The Log
Musketeer
Bats Musketeer Electro Dragon
The Log
Bomber Firecracker Musketeer Electro Dragon
Electro Dragon Bomber Bats Firecracker Musketeer The Log
Bats Bomber Firecracker Musketeer Electro Dragon The Log
Bomber

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.)

Firecracker Musketeer Electro Dragon The Log
Firecracker Musketeer Electro Dragon The Log
Electro Dragon The Log
Firecracker Musketeer The Log
Bomber Firecracker The Log
Firecracker Bats Musketeer Electro Dragon
Bomber Firecracker Musketeer The Log
The Log Firecracker Electro Dragon
The Log Firecracker Electro Dragon
Bats Musketeer Electro Dragon
Firecracker Musketeer Electro Dragon The Log
Firecracker Musketeer Electro Dragon
Firecracker Musketeer The Log
Firecracker Musketeer Electro Dragon
Firecracker Musketeer The Log
Bomber Firecracker Musketeer Electro Dragon The Log
Firecracker Musketeer Electro Dragon The Log
Bomber Bats
Bomber Firecracker Musketeer Electro Dragon The Log
Bomber Firecracker Electro Dragon The Log
Musketeer The Log
Musketeer The Log
Musketeer Electro Dragon The Log
Firecracker The Log Bomber Electro Dragon
Firecracker The Log Musketeer Electro Dragon
Musketeer Electro Dragon The Log
Firecracker Musketeer The Log
Bats Firecracker Musketeer Electro Dragon
Electro Dragon Bats Firecracker Musketeer
Bomber Musketeer Electro Dragon The Log
Firecracker Electro Dragon
Firecracker The Log
Bats Musketeer Electro Dragon
Firecracker Musketeer Electro Dragon
The Log
Firecracker Musketeer Electro Dragon
The Log Bomber Firecracker Musketeer Electro Dragon
Firecracker Musketeer Electro Dragon
Electro Dragon Bats Firecracker Musketeer The Log
Firecracker Bats Musketeer Electro Dragon
Electro Dragon Firecracker Musketeer The Log
Firecracker Electro Dragon

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