My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Three Musketeers

Defensive buildings

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

Mortar

Investments

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

Bats Elixir Collector Three Musketeers Lumberjack Sparky Mega Knight

Offensive cards

Win conditions

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

Mortar Three Musketeers

Damage spells

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

Missing

Punishments

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

Mortar Lumberjack Mega Knight

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Mortar Lumberjack Mega Knight

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.

Lumberjack

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 Three Musketeers Sparky
Giant Snowball
Bats Three Musketeers Lumberjack
Zap
Bats Mortar Three Musketeers Sparky
Barbarian Barrel
Mortar Three Musketeers Lumberjack Sparky
The Log
Three Musketeers Lumberjack Sparky
Earthquake
Mortar Elixir Collector
Arrows
Bats
Royal Delivery
Bats Three Musketeers Lumberjack Sparky
Fireball
Mortar Elixir Collector Three Musketeers Lumberjack Sparky
Poison
Bats Mortar Elixir Collector Three Musketeers Sparky
Lightning
Mortar Elixir Collector Three Musketeers Lumberjack Sparky
Rocket
Mortar Elixir Collector Three Musketeers Sparky

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Sparky Mega Knight

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 Elixir Collector Sparky Mega Knight

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.

Three Musketeers

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.

Mirror Bats Mortar Lumberjack Elixir Collector Sparky Mega Knight Three Musketeers

Shortest cycle

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

10 Mirror Bats Mortar Lumberjack

Attack Synergies 1 8

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
Mega Knight Mortar Lumberjack Sparky
Mortar
Bats
Elixir Collector
Three Musketeers
Mirror
Mirror
Three Musketeers Lumberjack Sparky
Lumberjack
Bats Mirror Sparky Mega Knight
Sparky
Bats Mirror Lumberjack
Mega Knight
Bats Lumberjack

Defense Synergies 0 9

Bats
Mortar Lumberjack Sparky Mega Knight
Mortar
Bats Mirror Lumberjack
Elixir Collector
Three Musketeers
Mirror
Mortar Lumberjack Sparky Mega Knight
Lumberjack
Bats Mortar Mirror
Sparky
Bats Mirror
Mega Knight
Bats Mirror

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.

Mortar Sparky
Lumberjack Sparky Bats Mortar Three Musketeers Mega Knight
Mortar Three Musketeers Lumberjack Sparky Mega Knight Bats
Three Musketeers Lumberjack Sparky Bats Mortar Mega Knight
Lumberjack Sparky Mega Knight
Bats Lumberjack Mega Knight
Bats Three Musketeers Mortar
Sparky Mega Knight
Three Musketeers Sparky Mortar Lumberjack
Lumberjack Sparky Mega Knight
Bats Lumberjack Mega Knight
Three Musketeers Bats
Mortar Lumberjack Sparky Mega Knight Bats Three Musketeers
Three Musketeers Sparky Mega Knight Bats Mortar Lumberjack
Sparky Mortar Three Musketeers Lumberjack Mega Knight
Mortar Three Musketeers Lumberjack Sparky Mega Knight
Three Musketeers Sparky Mega Knight Bats Mortar Lumberjack
Mortar Mega Knight Bats Three Musketeers Lumberjack
Mortar Bats Lumberjack Mega Knight
Sparky Mortar Three Musketeers Lumberjack
Mega Knight Bats Lumberjack Sparky
Mortar Sparky

Counters to secondary win conditions

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

Lumberjack Mega Knight Sparky
Mortar Lumberjack Mega Knight
Lumberjack Mega Knight Bats Sparky
Lumberjack Mega Knight Bats Sparky
Three Musketeers Lumberjack Sparky Mega Knight
Bats Three Musketeers
Sparky Bats Lumberjack
Mega Knight Lumberjack Sparky
Mega Knight Bats Mortar Sparky
Three Musketeers Sparky
Mega Knight Bats Lumberjack Sparky
Mega Knight
Mega Knight Three Musketeers Lumberjack Sparky
Three Musketeers Sparky Mega Knight
Sparky Bats Mortar Three Musketeers Lumberjack
Bats Mega Knight Sparky
Mortar

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.)

Mortar Sparky
Mortar
Sparky
Sparky
Mortar Sparky Mega Knight
Bats
Mortar Sparky
Mortar
Bats Three Musketeers Lumberjack Sparky
Mortar Sparky
Mortar Three Musketeers Sparky
Mortar
Mortar Sparky
Mortar Three Musketeers Sparky
Mortar Three Musketeers Sparky Mega Knight
Mortar Three Musketeers Sparky
Bats Sparky
Mortar Three Musketeers Sparky Mega Knight
Mortar Mega Knight
Sparky Mega Knight
Sparky
Mortar
Mortar Sparky Mega Knight
Mortar Sparky
Mortar Sparky Mega Knight
Mortar Sparky
Bats Sparky
Bats
Sparky
Mortar Sparky Mega Knight
Sparky
Sparky Mega Knight
Sparky
Bats
Three Musketeers
Three Musketeers Lumberjack Sparky Mega Knight
Mortar
Sparky
Three Musketeers Sparky Mega Knight
Bats Sparky
Bats
Mortar Sparky Mega Knight
Sparky
Mortar Sparky Mega Knight

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