My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Good
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 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 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.

Three Musketeers Mother Witch

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 Knight Elixir Collector Three Musketeers Prince Royal Ghost Mother Witch

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Arrows

Punishments

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

Prince Royal Ghost

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Knight Prince Royal Ghost

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.

Royal Ghost

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 Three Musketeers Prince
Giant Snowball
Skeletons Three Musketeers
Zap
Skeletons Three Musketeers Prince
Barbarian Barrel
Skeletons Knight Three Musketeers Royal Ghost
The Log
Skeletons Three Musketeers Prince
Earthquake
Skeletons Elixir Collector
Arrows
Skeletons
Royal Delivery
Skeletons Knight Three Musketeers Prince Royal Ghost Mother Witch
Fireball
Elixir Collector Three Musketeers Mother Witch
Poison
Elixir Collector Three Musketeers Mother Witch
Lightning
Knight Elixir Collector Three Musketeers Prince Mother Witch
Rocket
Elixir Collector Three Musketeers Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Royal Ghost

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.

Arrows Knight Elixir Collector Prince Royal Ghost Mother Witch

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Knight Royal Ghost Mother Witch Prince Elixir Collector Three Musketeers

Shortest cycle

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

10 Skeletons Arrows Knight Royal Ghost

Attack Synergies 1 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.

Skeletons
Arrows
Knight Prince Mother Witch
Knight
Three Musketeers Arrows Prince Mother Witch
Elixir Collector
Three Musketeers
Knight Royal Ghost
Prince
Arrows Knight Royal Ghost
Royal Ghost
Three Musketeers Prince Mother Witch
Mother Witch
Arrows Knight Royal Ghost

Defense Synergies 0 9

Skeletons
Knight Prince Royal Ghost
Arrows
Knight Prince Mother Witch
Knight
Skeletons Arrows Three Musketeers Mother Witch
Elixir Collector
Three Musketeers
Knight
Prince
Skeletons Arrows
Royal Ghost
Skeletons Mother Witch
Mother Witch
Arrows Knight Royal Ghost

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
Skeletons Knight Three Musketeers Prince
Three Musketeers Prince Skeletons Knight
Three Musketeers Prince Skeletons Knight
Arrows Prince
Arrows Skeletons Royal Ghost Mother Witch
Three Musketeers Arrows
Arrows
Three Musketeers Skeletons Prince
Knight Skeletons Prince Royal Ghost
Mother Witch Skeletons Arrows Knight Royal Ghost
Arrows Three Musketeers
Prince Skeletons Knight Three Musketeers
Three Musketeers Arrows Prince Royal Ghost
Knight Three Musketeers Prince
Three Musketeers Prince
Three Musketeers Skeletons Arrows Knight Prince
Arrows Knight Three Musketeers Prince Royal Ghost
Arrows Knight Royal Ghost Mother Witch
Three Musketeers Prince
Royal Ghost Arrows Knight Prince Mother Witch

Counters to secondary win conditions

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

Knight Skeletons Prince Royal Ghost
Arrows Knight Prince Royal Ghost
Skeletons Knight Prince
Prince Knight
Skeletons Knight Three Musketeers Prince
Arrows Mother Witch Skeletons Three Musketeers
Prince Skeletons Knight
Knight Prince
Skeletons Knight Prince
Skeletons Three Musketeers
Knight Prince
Arrows Prince
Prince Skeletons Knight Three Musketeers
Three Musketeers
Skeletons Knight Three Musketeers Prince
Arrows Royal Ghost Mother Witch
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 Royal Ghost
Arrows Royal Ghost
Arrows
Arrows Knight Prince
Arrows
Arrows Mother Witch
Arrows
Arrows
Arrows
Three Musketeers Prince
Arrows Knight Prince
Arrows
Knight Three Musketeers
Arrows
Arrows Prince
Arrows Three Musketeers
Arrows Three Musketeers
Arrows Three Musketeers
Arrows Three Musketeers Prince
Arrows Mother Witch
Prince
Arrows
Prince
Arrows
Arrows Mother Witch
Arrows Royal Ghost
Arrows Prince
Arrows
Arrows Mother Witch
Arrows
Arrows
Prince
Arrows
Prince
Arrows Three Musketeers
Arrows
Knight Three Musketeers Prince
Arrows
Arrows
Three Musketeers Prince
Prince Royal Ghost

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