My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
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.

Bats Musketeer Wizard

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.

Bats Knight Royal Giant Musketeer Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Arrows

Punishments

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

Royal Giant

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.

Knight Royal Giant

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 Royal Giant Skeleton Army
Giant Snowball
Bats Musketeer Skeleton Army
Zap
Bats Royal Giant Skeleton Army
Barbarian Barrel
Knight Musketeer Wizard Skeleton Army
The Log
Royal Giant Musketeer Skeleton Army
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Knight Musketeer Wizard Skeleton Army
Fireball
Musketeer Wizard Skeleton Army
Poison
Bats Musketeer Wizard Skeleton Army
Lightning
Knight Musketeer Wizard
Rocket
Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard

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.

Bats Arrows Knight Skeleton Army

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.

Royal Giant Skeleton Army

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 Wizard

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.

Bats Zap Arrows Knight Skeleton Army Musketeer Wizard Royal Giant

Shortest cycle

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

10 Bats Zap Arrows Knight

Attack Synergies 5 8

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 Royal Giant Zap
Zap
Arrows Bats Knight Royal Giant Musketeer
Arrows
Zap Royal Giant Knight
Knight
Bats Musketeer Zap Arrows Wizard
Royal Giant
Bats Arrows Zap Musketeer Wizard
Musketeer
Knight Zap Royal Giant
Wizard
Knight Royal Giant
Skeleton Army

Defense Synergies 2 11

Bats
Knight Zap Musketeer
Zap
Bats Arrows Knight Musketeer Skeleton Army
Arrows
Zap Knight
Knight
Bats Musketeer Zap Arrows Wizard Skeleton Army
Royal Giant
Musketeer
Knight Bats Zap Skeleton Army
Wizard
Knight Skeleton Army
Skeleton Army
Zap Knight Musketeer Wizard

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 Knight Musketeer Wizard
Skeleton Army Bats Zap Knight Musketeer
Skeleton Army Bats Knight Musketeer
Skeleton Army Bats Knight Musketeer
Arrows Skeleton Army
Arrows Skeleton Army Bats Zap Musketeer
Bats Musketeer Zap Arrows Wizard
Zap Arrows Musketeer
Musketeer Skeleton Army
Knight Skeleton Army Musketeer
Bats Skeleton Army Zap Arrows Knight Musketeer Wizard
Arrows Musketeer Bats Zap Wizard
Skeleton Army Bats Zap Knight Musketeer Wizard
Wizard Skeleton Army Bats Zap Arrows
Skeleton Army Knight
Skeleton Army Zap
Wizard Bats Arrows Knight Musketeer Skeleton Army
Arrows Bats Zap Knight Musketeer Wizard Skeleton Army
Zap Arrows Wizard Bats Knight Musketeer
Musketeer
Wizard Skeleton Army Bats Arrows Knight Musketeer

Counters to secondary win conditions

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

Knight Skeleton Army Zap
Zap Arrows Knight Musketeer Wizard
Skeleton Army Bats Zap Knight Musketeer
Skeleton Army Bats Zap Knight Musketeer
Knight Musketeer Skeleton Army
Arrows Wizard Bats Zap Musketeer
Skeleton Army Bats Knight Musketeer
Knight Skeleton Army
Zap Bats Knight Skeleton Army
Musketeer Skeleton Army
Bats Knight Musketeer
Skeleton Army Zap Arrows
Skeleton Army Knight Wizard
Wizard Musketeer Skeleton Army
Skeleton Army Bats Zap Knight Musketeer
Bats Arrows Zap Musketeer Wizard
Zap Arrows

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.)

Arrows Knight Musketeer
Arrows Zap Musketeer
Arrows
Arrows Knight Musketeer
Wizard Zap Arrows
Arrows Wizard Bats Zap Musketeer
Arrows Musketeer Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Bats Musketeer
Zap Arrows Knight Musketeer Wizard
Zap Arrows Musketeer Wizard
Knight Musketeer
Arrows Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer Wizard
Arrows Musketeer Wizard
Arrows
Bats
Zap Arrows Musketeer Wizard
Zap Arrows Wizard
Musketeer
Arrows Wizard
Musketeer
Zap Arrows Musketeer
Zap Arrows Wizard
Arrows Zap Musketeer Wizard
Zap Arrows Musketeer Wizard
Zap Arrows Musketeer
Bats Zap Arrows Musketeer Wizard
Zap Bats Musketeer Wizard
Zap Arrows Musketeer Wizard
Zap Arrows
Arrows Wizard
Zap Bats Musketeer Skeleton Army
Zap Arrows Musketeer Wizard
Arrows
Knight Musketeer Wizard
Arrows Zap Musketeer Wizard
Zap Arrows
Musketeer
Zap Bats Musketeer
Bats Zap Musketeer
Zap Musketeer
Wizard

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