My Best Clash Royale Deck

Deck Check Rating

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

4 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!
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!
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.

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.

Musketeer Wizard Balloon Bandit Lumberjack Monk

Offensive cards

Win conditions

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

Balloon

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.

Balloon Bandit Lumberjack

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.

Balloon Bandit Lumberjack

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.

Balloon Bandit Lumberjack Monk

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
Guards Balloon Bandit
Giant Snowball
Musketeer Guards Balloon Lumberjack
Zap
Guards Balloon Bandit
Barbarian Barrel
Musketeer Wizard Guards Bandit Lumberjack
The Log
Musketeer Guards Bandit Lumberjack
Earthquake
Guards
Arrows
Guards
Royal Delivery
Musketeer Wizard Guards Balloon Bandit Lumberjack
Fireball
Musketeer Wizard Balloon Bandit Lumberjack
Poison
Musketeer Wizard Guards Balloon
Lightning
Musketeer Wizard Balloon Bandit Lumberjack Monk
Rocket
Musketeer Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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 Guards

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Guards Bandit Musketeer Lumberjack Wizard Balloon Monk

Shortest cycle

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

13 Arrows Guards Bandit Musketeer

Attack Synergies 2 12

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
Balloon Bandit Lumberjack
Musketeer
Balloon Bandit Lumberjack
Wizard
Balloon Bandit Lumberjack
Guards
Bandit Lumberjack
Balloon
Arrows Lumberjack Musketeer Wizard Bandit
Bandit
Arrows Musketeer Wizard Guards Balloon Lumberjack
Lumberjack
Balloon Arrows Musketeer Wizard Guards Bandit
Monk

Defense Synergies 2 9

Arrows
Bandit Lumberjack Monk
Musketeer
Guards Lumberjack Bandit
Wizard
Guards Bandit Lumberjack
Guards
Musketeer Wizard Lumberjack
Balloon
Bandit
Arrows Musketeer Wizard Lumberjack
Lumberjack
Musketeer Arrows Wizard Guards Bandit
Monk
Arrows

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.

Musketeer Wizard
Lumberjack Musketeer Bandit Monk
Lumberjack Musketeer Bandit
Lumberjack Musketeer Guards Bandit Monk
Arrows Lumberjack Monk
Arrows Musketeer Guards Bandit Lumberjack
Musketeer Arrows Wizard
Arrows Musketeer Bandit Monk
Musketeer Lumberjack
Guards Musketeer Bandit Lumberjack
Guards Arrows Musketeer Wizard Bandit Lumberjack
Arrows Musketeer Wizard
Lumberjack Musketeer Wizard Guards Bandit
Wizard Arrows Guards Lumberjack
Bandit Lumberjack
Monk Bandit Lumberjack
Wizard Arrows Musketeer Lumberjack
Arrows Musketeer Wizard Guards Bandit Lumberjack
Arrows Wizard Musketeer Guards Bandit Lumberjack
Musketeer Lumberjack
Wizard Arrows Musketeer Guards Bandit Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Bandit
Bandit Arrows Musketeer Wizard Lumberjack Monk
Guards Bandit Lumberjack Musketeer
Guards Lumberjack Musketeer Bandit Monk
Musketeer Guards Bandit Lumberjack
Arrows Wizard Musketeer Monk
Guards Musketeer Bandit Lumberjack
Lumberjack
Bandit Monk
Musketeer Guards
Musketeer Guards Lumberjack
Monk Arrows Guards
Wizard Guards Bandit Lumberjack
Wizard Musketeer
Guards Musketeer Lumberjack Monk
Arrows Musketeer Wizard
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 Musketeer Guards Bandit Monk
Arrows Monk Musketeer Bandit
Arrows Bandit
Arrows Musketeer Guards
Wizard Arrows
Arrows Wizard Musketeer Monk
Arrows Musketeer Wizard
Arrows Wizard
Arrows Monk Wizard Bandit
Musketeer Guards Lumberjack
Monk Arrows Musketeer Wizard Bandit
Monk Arrows Musketeer Wizard
Musketeer Bandit
Arrows Musketeer Bandit Monk
Arrows Musketeer
Arrows Musketeer Wizard Bandit
Arrows Musketeer Wizard Bandit
Monk Arrows
Arrows Musketeer Wizard Bandit Monk
Arrows Wizard Monk
Musketeer Monk
Arrows Wizard
Musketeer Monk
Arrows Musketeer Monk
Arrows Wizard
Arrows Musketeer Wizard Bandit Monk
Arrows Musketeer Wizard Bandit Monk
Arrows Musketeer Bandit
Arrows Musketeer Wizard
Musketeer Wizard Guards
Arrows Musketeer Wizard Bandit
Arrows Monk
Arrows Wizard Monk
Musketeer Guards Bandit
Arrows Musketeer Wizard Monk
Arrows
Musketeer Wizard Lumberjack
Arrows Musketeer Wizard
Monk Arrows
Musketeer
Musketeer Guards
Musketeer
Musketeer Bandit Monk
Wizard Monk

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