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 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Minions Musketeer

Defensive buildings

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

Bomb Tower

Investments

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

Knight Musketeer Battle Ram Goblinstein

Offensive cards

Win conditions

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

Battle Ram Goblin Barrel

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.

Battle Ram Goblin Barrel

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.

Knight Battle Ram

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

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
Minions Battle Ram Goblin Barrel
Giant Snowball
Minions Musketeer Battle Ram Goblin Barrel
Zap
Minions Battle Ram Goblin Barrel
Barbarian Barrel
Knight Musketeer Battle Ram Bomb Tower Goblin Barrel
The Log
Musketeer Battle Ram Goblin Barrel
Earthquake
Bomb Tower Goblin Barrel
Arrows
Minions Goblin Barrel
Royal Delivery
Knight Minions Musketeer Battle Ram Goblin Barrel
Fireball
Minions Musketeer Battle Ram Bomb Tower Goblin Barrel
Poison
Minions Musketeer Bomb Tower
Lightning
Knight Musketeer Battle Ram Bomb Tower Goblinstein
Rocket
Musketeer Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower

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 Battle Ram

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.

Minions Musketeer Goblin Barrel

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.

Arrows Knight Minions Goblin Barrel Musketeer Battle Ram Bomb Tower Goblinstein

Shortest cycle

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

12 Arrows Knight Minions Goblin Barrel

Attack Synergies 4 6

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.

Arrows
Knight Battle Ram Goblin Barrel
Knight
Minions Musketeer Battle Ram Goblin Barrel Arrows
Minions
Knight Battle Ram
Musketeer
Knight Battle Ram
Battle Ram
Knight Arrows Minions Musketeer Goblin Barrel
Bomb Tower
Goblin Barrel
Knight Arrows Battle Ram
Goblinstein

Defense Synergies 3 4

Arrows
Knight Bomb Tower
Knight
Minions Musketeer Bomb Tower Arrows
Minions
Knight Musketeer
Musketeer
Knight Minions Bomb Tower
Battle Ram
Bomb Tower
Knight Arrows Musketeer
Goblin Barrel
Goblinstein

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 Minions Musketeer
Bomb Tower Knight Minions Musketeer
Bomb Tower Knight Minions Musketeer
Bomb Tower Knight Minions Musketeer
Arrows Bomb Tower
Arrows Minions Musketeer Bomb Tower
Minions Musketeer Arrows Bomb Tower
Arrows Musketeer Bomb Tower
Minions Musketeer Bomb Tower
Knight Musketeer
Minions Arrows Knight Musketeer Bomb Tower
Arrows Minions Musketeer
Bomb Tower Knight Minions Musketeer
Bomb Tower Arrows Minions
Knight Bomb Tower
Bomb Tower
Bomb Tower Arrows Knight Minions Musketeer
Arrows Bomb Tower Knight Minions Musketeer
Arrows Bomb Tower Knight Minions Musketeer
Musketeer Bomb Tower
Arrows Knight Minions Musketeer Bomb Tower
Bomb Tower

Counters to secondary win conditions

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

Knight
Arrows Knight Musketeer Bomb Tower
Knight Minions Musketeer Bomb Tower
Knight Musketeer
Knight Musketeer
Arrows Minions Musketeer Bomb Tower
Knight Minions Musketeer Bomb Tower
Knight Bomb Tower
Knight Minions Bomb Tower
Musketeer
Knight Minions Musketeer Bomb Tower
Arrows
Knight Bomb Tower
Musketeer Bomb Tower
Knight Minions Musketeer Bomb Tower
Arrows Minions Musketeer Bomb Tower
Arrows Bomb Tower

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 Musketeer
Arrows
Arrows Knight Musketeer
Arrows
Arrows Minions Musketeer
Arrows Musketeer
Arrows
Arrows
Minions Musketeer
Arrows Knight Musketeer
Arrows Musketeer
Knight Musketeer
Arrows Minions Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows
Minions
Arrows Musketeer
Arrows
Minions Musketeer
Arrows
Musketeer
Arrows Musketeer
Arrows
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Minions Musketeer
Arrows Musketeer
Arrows
Arrows
Minions Musketeer
Arrows Musketeer
Arrows
Knight Musketeer
Arrows Musketeer
Arrows
Musketeer
Minions Musketeer
Musketeer
Musketeer

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