My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Musketeer

Defensive buildings

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

Cannon Goblin Drill

Investments

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

Bats Knight Musketeer

Offensive cards

Win conditions

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

Goblin Drill

Damage spells

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

Fireball Void The Log

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Void Goblin Drill

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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.

Goblin Drill

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
Bats Goblin Drill
Giant Snowball
Bats Cannon Musketeer Goblin Drill
Zap
Bats Cannon Goblin Drill
Barbarian Barrel
Knight Cannon Musketeer Goblin Drill
The Log
Cannon Musketeer Goblin Drill
Earthquake
Cannon Goblin Drill
Arrows
Bats Goblin Drill
Royal Delivery
Bats Knight Musketeer Goblin Drill
Fireball
Cannon Musketeer Goblin Drill
Poison
Bats Cannon Musketeer Goblin Drill
Lightning
Knight Cannon Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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 Knight Goblin Drill

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.

Fireball

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.

Fireball 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.

Bats The Log Knight Cannon Void Fireball Musketeer Goblin Drill

Shortest cycle

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

10 Bats The Log Knight Cannon

Attack Synergies 3 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.

Bats
Knight Goblin Drill
Knight
Bats Musketeer Fireball Goblin Drill The Log
Cannon
Fireball
Goblin Drill Knight The Log
Musketeer
Knight The Log
Void
Goblin Drill
Fireball Bats Knight The Log
The Log
Knight Fireball Musketeer Goblin Drill

Defense Synergies 7 11

Bats
Knight Cannon Musketeer Goblin Drill The Log
Knight
Bats Cannon Musketeer Fireball The Log
Cannon
Knight Musketeer The Log Bats Fireball
Fireball
The Log Knight Cannon Musketeer Goblin Drill
Musketeer
Knight Cannon The Log Bats Fireball Goblin Drill
Void
Goblin Drill
Bats Fireball Musketeer The Log
The Log
Cannon Fireball Musketeer Bats Knight Goblin Drill

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.

Knight Cannon Fireball Musketeer Void The Log
Bats Knight Cannon Musketeer Goblin Drill The Log
Cannon Bats Knight Musketeer Void Goblin Drill
Cannon Bats Knight Musketeer Goblin Drill
Fireball The Log
Fireball The Log Bats Cannon Musketeer
Bats Musketeer Cannon Fireball Void
Cannon Fireball Musketeer Void The Log
Cannon Musketeer Goblin Drill
Knight Cannon Musketeer
Bats Knight Cannon Fireball Musketeer Goblin Drill The Log
Musketeer Bats Fireball
Cannon Goblin Drill Bats Knight Fireball Musketeer The Log
Fireball Bats Cannon Goblin Drill The Log
Knight Cannon Goblin Drill
Cannon Fireball Goblin Drill The Log
Bats Knight Cannon Fireball Musketeer Goblin Drill
Cannon Fireball Bats Knight Musketeer Goblin Drill The Log
Goblin Drill The Log Bats Knight Cannon Fireball Musketeer
Cannon Musketeer Goblin Drill
Bats Knight Cannon Fireball Musketeer The Log

Counters to secondary win conditions

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

Knight Fireball Void
Fireball Void Knight Musketeer The Log
Bats Knight Musketeer The Log
Bats Knight Fireball Musketeer The Log
Knight Cannon Musketeer Goblin Drill
Fireball Bats Musketeer
Bats Knight Fireball Musketeer Void
Knight
Void Bats Knight Fireball The Log
Cannon Musketeer Goblin Drill
Bats Knight Musketeer
Fireball Void The Log
Knight Cannon Fireball
Cannon Fireball Musketeer
Bats Knight Fireball Musketeer Goblin Drill The Log
Bats Cannon Fireball Musketeer The Log
Cannon Fireball Void

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.)

Fireball Void Knight Musketeer Goblin Drill The Log
Fireball Void Musketeer The Log
Fireball Void Goblin Drill The Log
Knight Fireball Musketeer Void The Log
Fireball The Log
Fireball Bats Musketeer
Musketeer The Log
Fireball The Log
Fireball Void The Log
Bats Fireball Musketeer Void
Void Knight Fireball Musketeer The Log
Fireball Void Musketeer
Knight Fireball Musketeer Void The Log
Fireball Musketeer Void
Fireball Musketeer The Log
Fireball Musketeer Goblin Drill The Log
Fireball Musketeer The Log
Fireball
Bats
Void Fireball Musketeer The Log
Fireball Void The Log
Fireball Musketeer Void The Log
Fireball Void
Void Musketeer The Log
Fireball Musketeer Void Goblin Drill The Log
The Log Fireball
Fireball Void The Log Musketeer
Fireball Void Musketeer The Log
Fireball Void Musketeer The Log
Bats Fireball Musketeer Void
Bats Fireball Musketeer Void
Fireball Void
Void Fireball Musketeer The Log
Void Fireball
Fireball The Log
Bats Fireball Musketeer Void
Fireball Musketeer
The Log Fireball
Fireball Void Knight Musketeer
The Log Fireball Musketeer
Void Fireball
Musketeer
Bats Fireball Musketeer The Log
Bats Fireball Musketeer Void
Void Fireball Musketeer The Log
Fireball Void
Void

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