My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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.

Bats Musketeer Magic Archer Night 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.

Bats Musketeer Balloon Magic Archer Night Witch

Offensive cards

Win conditions

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

Hog Rider 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.

Hog Rider Balloon

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.

Hog Rider Balloon Magic Archer

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.

Hog Rider Balloon Magic Archer

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
Bats Hog Rider Guards Balloon Night Witch
Giant Snowball
Bats Musketeer Hog Rider Guards Balloon Night Witch
Zap
Bats Guards Balloon Night Witch
Barbarian Barrel
Musketeer Guards Magic Archer Night Witch
The Log
Musketeer Hog Rider Guards
Earthquake
Hog Rider Guards
Arrows
Bats Guards Night Witch
Royal Delivery
Bats Musketeer Hog Rider Guards Balloon Magic Archer Night Witch
Fireball
Musketeer Hog Rider Balloon Magic Archer Night Witch
Poison
Bats Musketeer Guards Balloon Magic Archer Night Witch
Lightning
Musketeer Balloon Magic Archer Night Witch
Rocket
Musketeer Hog Rider Balloon Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Magic Archer

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.

Bats Arrows Guards Night 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.

Musketeer

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Guards Musketeer Hog Rider Magic Archer Night Witch Balloon

Shortest cycle

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

12 Bats Arrows Guards Musketeer

Attack Synergies 5 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.

Bats
Hog Rider Balloon
Arrows
Hog Rider Balloon Night Witch
Musketeer
Hog Rider Balloon
Hog Rider
Bats Arrows Musketeer Guards Balloon Magic Archer
Guards
Hog Rider
Balloon
Bats Arrows Musketeer Hog Rider Magic Archer
Magic Archer
Hog Rider Balloon
Night Witch
Arrows

Defense Synergies 1 3

Bats
Musketeer
Arrows
Musketeer
Guards Bats
Hog Rider
Guards
Musketeer Magic Archer
Balloon
Magic Archer
Guards Night Witch
Night Witch
Magic Archer

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 Magic Archer
Bats Musketeer Night Witch
Bats Musketeer Night Witch
Night Witch Bats Musketeer Guards
Arrows
Arrows Bats Musketeer Guards Magic Archer Night Witch
Bats Musketeer Arrows Magic Archer Night Witch
Arrows Musketeer Magic Archer
Musketeer Night Witch
Guards Musketeer Night Witch
Bats Guards Arrows Musketeer Magic Archer Night Witch
Arrows Musketeer Bats Magic Archer Night Witch
Night Witch Bats Musketeer Guards
Bats Arrows Guards Magic Archer Night Witch
Bats Arrows Musketeer Night Witch
Arrows Bats Musketeer Guards Magic Archer Night Witch
Arrows Bats Musketeer Guards Magic Archer
Musketeer
Bats Arrows Musketeer Guards Night Witch

Counters to secondary win conditions

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

Guards
Arrows Musketeer Magic Archer
Guards Bats Musketeer
Guards Bats Musketeer Night Witch
Musketeer Guards Night Witch
Arrows Bats Musketeer Magic Archer
Guards Bats Musketeer Night Witch
Bats Magic Archer
Musketeer Guards
Bats Musketeer Guards
Arrows Guards
Guards Night Witch
Musketeer Magic Archer
Guards Bats Musketeer Magic Archer Night Witch
Bats Arrows Musketeer Magic Archer
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.)

Magic Archer Arrows Musketeer Guards
Arrows Musketeer Magic Archer
Arrows Magic Archer
Arrows Musketeer Guards
Arrows Magic Archer
Arrows Bats Musketeer Magic Archer
Arrows Musketeer Magic Archer
Arrows Magic Archer
Arrows
Bats Musketeer Guards Night Witch
Arrows Musketeer Magic Archer
Arrows Musketeer Magic Archer
Musketeer Magic Archer
Arrows Musketeer Magic Archer
Arrows Musketeer Magic Archer
Arrows Musketeer Magic Archer
Magic Archer Arrows Musketeer
Arrows
Bats Night Witch
Arrows Musketeer Magic Archer
Arrows Magic Archer
Musketeer Magic Archer Night Witch
Arrows
Musketeer
Arrows Musketeer
Arrows Magic Archer
Arrows Musketeer Magic Archer
Arrows Musketeer Magic Archer
Arrows Musketeer Magic Archer
Bats Arrows Musketeer Magic Archer Night Witch
Bats Musketeer Guards
Night Witch
Arrows Musketeer Magic Archer Night Witch
Arrows Magic Archer
Arrows Magic Archer
Bats Musketeer Guards Magic Archer Night Witch
Arrows Musketeer Magic Archer
Arrows
Musketeer Magic Archer
Arrows Musketeer Magic Archer
Arrows
Musketeer
Bats Musketeer Guards Magic Archer
Bats Musketeer Magic Archer
Musketeer Magic Archer

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