My Best Clash Royale Deck

Deck Check Rating

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

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.

Goblin Gang Musketeer

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.

Knight Musketeer Golden Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Arrows The Log

Punishments

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

Goblin Gang Goblin Barrel 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.

Knight Goblin Gang

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
Goblin Gang Goblin Barrel Guards
Giant Snowball
Goblin Gang Musketeer Goblin Barrel Guards
Zap
Goblin Gang Goblin Barrel Guards
Barbarian Barrel
Knight Goblin Gang Musketeer Goblin Barrel Guards
The Log
Goblin Gang Musketeer Goblin Barrel Guards
Earthquake
Goblin Gang Goblin Barrel Guards
Arrows
Goblin Gang Goblin Barrel Guards
Royal Delivery
Knight Goblin Gang Musketeer Goblin Barrel Guards
Fireball
Goblin Gang Musketeer Goblin Barrel
Poison
Goblin Gang Musketeer Guards
Lightning
Knight Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Knight Guards

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.

Goblin Gang 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Knight Goblin Gang Goblin Barrel Guards Musketeer Golden Knight

Shortest cycle

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

11 The Log Arrows Knight Goblin Gang

Attack Synergies 4 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.

Arrows
Knight Goblin Barrel
Knight
Goblin Gang Musketeer Goblin Barrel Arrows The Log
Goblin Gang
Knight Goblin Barrel
Musketeer
Knight The Log
Goblin Barrel
Knight Goblin Gang Arrows Guards Golden Knight
Guards
Goblin Barrel The Log
The Log
Knight Musketeer Guards
Golden Knight
Goblin Barrel

Defense Synergies 5 8

Arrows
Knight Golden Knight
Knight
Goblin Gang Musketeer Arrows The Log
Goblin Gang
Knight Musketeer Guards The Log
Musketeer
Knight Goblin Gang Guards The Log Golden Knight
Goblin Barrel
Guards
Musketeer Goblin Gang The Log
The Log
Musketeer Knight Goblin Gang Guards Golden Knight
Golden Knight
Arrows Musketeer The Log

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 Musketeer The Log Golden Knight
Knight Goblin Gang Musketeer The Log
Goblin Gang Knight Musketeer
Knight Goblin Gang Musketeer Guards
Arrows The Log
Arrows Goblin Gang The Log Musketeer Guards
Musketeer Arrows Goblin Gang
Arrows Musketeer The Log Golden Knight
Goblin Gang Musketeer
Knight Goblin Gang Guards Musketeer
Goblin Gang Guards Arrows Knight Musketeer The Log
Arrows Musketeer Goblin Gang
Knight Goblin Gang Musketeer Guards The Log
Arrows Goblin Gang Guards The Log Golden Knight
Knight Goblin Gang
Goblin Gang The Log
Arrows Knight Goblin Gang Musketeer
Arrows Knight Goblin Gang Musketeer Guards The Log Golden Knight
Arrows The Log Knight Musketeer Guards
Musketeer
Goblin Gang Arrows Knight Musketeer Guards The Log

Counters to secondary win conditions

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

Knight Goblin Gang Guards
Arrows Knight Goblin Gang Musketeer The Log
Goblin Gang Guards Knight Musketeer The Log Golden Knight
Goblin Gang Guards Knight Musketeer The Log
Knight Goblin Gang Musketeer Guards
Arrows Goblin Gang Musketeer
Goblin Gang Guards Knight Musketeer
Knight
Knight The Log
Goblin Gang Musketeer Guards
Knight Musketeer Guards Golden Knight
Arrows Guards The Log
Knight Goblin Gang Guards Golden Knight
Musketeer
Goblin Gang Guards Knight Musketeer The Log Golden Knight
Arrows Musketeer The Log Golden Knight
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 Guards The Log Golden Knight
Arrows Musketeer The Log Golden Knight
Arrows The Log
Arrows Knight Musketeer Guards The Log
Arrows The Log
Arrows Musketeer
Arrows Musketeer The Log
Arrows The Log
Arrows The Log Golden Knight
Goblin Gang Musketeer Guards
Arrows Knight Musketeer The Log Golden Knight
Arrows Musketeer
Knight Musketeer The Log Golden Knight
Arrows Musketeer
Arrows Musketeer The Log
Arrows Musketeer The Log Golden Knight
Arrows Musketeer The Log
Arrows
Arrows Musketeer The Log
Arrows The Log Golden Knight
Musketeer The Log
Arrows
Musketeer The Log
Arrows Musketeer The Log
Arrows The Log
Arrows The Log Musketeer Golden Knight
Arrows Musketeer The Log Golden Knight
Arrows Musketeer The Log Golden Knight
Arrows Musketeer
Musketeer Guards
Arrows Musketeer The Log
Arrows
Arrows The Log
Goblin Gang Musketeer Guards
Arrows Musketeer
Arrows The Log
Knight Goblin Gang Musketeer
Arrows The Log Musketeer
Arrows
Musketeer
Goblin Gang Musketeer Guards The Log Golden Knight
Musketeer
Musketeer The Log Golden Knight

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