My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
F2P score
RIP

1 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Musketeer Ice Wizard

Defensive buildings

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

Cannon

Investments

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

Archers Musketeer Electro Giant Ice Wizard Golden Knight

Offensive cards

Win conditions

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

Goblin Barrel Electro Giant

Damage spells

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

The Log

Punishments

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

Goblin Barrel Electro Giant Golden Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Electro Giant

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 Barrel Golden Knight

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
Archers Goblin Barrel
Giant Snowball
Archers Cannon Musketeer Goblin Barrel
Zap
Archers Cannon Goblin Barrel
Barbarian Barrel
Archers Cannon Musketeer Goblin Barrel Ice Wizard
The Log
Archers Cannon Musketeer Goblin Barrel
Earthquake
Archers Cannon Goblin Barrel
Arrows
Archers Goblin Barrel
Royal Delivery
Archers Musketeer Goblin Barrel Ice Wizard
Fireball
Archers Cannon Musketeer Goblin Barrel Ice Wizard
Poison
Archers Cannon Musketeer Ice Wizard
Lightning
Cannon Musketeer Ice Wizard
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Electro Giant Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Giant The Log Ice 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.

Electro Giant Ice Wizard

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.

Goblin Barrel

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 Goblin Barrel Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Archers Cannon Goblin Barrel Ice Wizard Musketeer Golden Knight Electro Giant

Shortest cycle

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

11 The Log Archers Cannon Goblin Barrel

Attack Synergies 1 3

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.

Archers
Cannon
Musketeer
The Log
Goblin Barrel
Ice Wizard Golden Knight
Electro Giant
Golden Knight
The Log
Musketeer
Ice Wizard
Goblin Barrel
Golden Knight
Electro Giant Goblin Barrel

Defense Synergies 3 12

Archers
Cannon The Log Ice Wizard Golden Knight
Cannon
Musketeer The Log Archers Electro Giant Ice Wizard
Musketeer
Cannon The Log Golden Knight
Goblin Barrel
Electro Giant
Cannon Ice Wizard Golden Knight
The Log
Cannon Musketeer Archers Ice Wizard Golden Knight
Ice Wizard
Archers Cannon Electro Giant The Log Golden Knight
Golden Knight
Archers Musketeer Electro Giant The Log Ice 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.

Cannon Musketeer The Log Golden Knight
Cannon Musketeer The Log Ice Wizard
Cannon Archers Musketeer Ice Wizard
Cannon Musketeer Ice Wizard
The Log
The Log Archers Cannon Musketeer Ice Wizard
Musketeer Archers Cannon Ice Wizard
Cannon Musketeer Electro Giant The Log Golden Knight
Cannon Musketeer Ice Wizard
Archers Cannon Musketeer Ice Wizard
Archers Ice Wizard Cannon Musketeer Electro Giant The Log
Musketeer Archers Ice Wizard
Cannon Musketeer The Log Ice Wizard
Cannon The Log Golden Knight
Cannon
Cannon Electro Giant The Log
Cannon Musketeer
Cannon Archers Musketeer The Log Ice Wizard Golden Knight
The Log Archers Cannon Musketeer Ice Wizard
Cannon Musketeer
Archers Cannon Musketeer Electro Giant The Log

Counters to secondary win conditions

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

Archers Electro Giant
Archers Musketeer The Log
Musketeer The Log Golden Knight
Musketeer The Log
Cannon Musketeer
Electro Giant Archers Musketeer Ice Wizard
Archers Musketeer Ice Wizard
The Log
Cannon Musketeer
Musketeer Golden Knight
Electro Giant The Log
Cannon Golden Knight
Archers Cannon Musketeer Electro Giant
Electro Giant Archers Musketeer The Log Golden Knight
Archers Cannon Musketeer Electro Giant The Log Ice Wizard Golden Knight
Cannon Ice Wizard

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.)

Musketeer The Log Golden Knight
Musketeer The Log Ice Wizard Golden Knight
The Log
Musketeer The Log
The Log
Electro Giant Musketeer Ice Wizard
Archers Musketeer The Log
The Log Ice Wizard
The Log Golden Knight
Musketeer
Musketeer The Log Golden Knight
Archers Musketeer
Musketeer The Log Golden Knight
Musketeer
Musketeer The Log
Musketeer The Log Golden Knight
Musketeer The Log
Archers Musketeer The Log
Electro Giant The Log Golden Knight
Musketeer The Log
Musketeer The Log
Musketeer The Log
Electro Giant The Log Ice Wizard
The Log Musketeer Ice Wizard Golden Knight
Musketeer The Log Golden Knight
Musketeer The Log Golden Knight
Archers Musketeer Electro Giant Ice Wizard
Musketeer Electro Giant
Musketeer The Log
The Log
Archers Musketeer
Archers Musketeer Ice Wizard
The Log
Musketeer
The Log Musketeer
Electro Giant
Musketeer
Electro Giant Musketeer The Log Golden Knight
Musketeer
Musketeer Electro Giant The Log Golden Knight

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