My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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

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 Suspicious Bush Musketeer Battle Ram Mega Knight

Offensive cards

Win conditions

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

Battle Ram Hog Rider Wall Breakers

Damage spells

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

The Log

Punishments

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

Battle Ram Hog Rider Wall Breakers Mega Knight

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.

Battle Ram Hog Rider Wall Breakers 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.

Hog Rider

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 Battle Ram Hog Rider Wall Breakers
Giant Snowball
Bats Musketeer Battle Ram Hog Rider Wall Breakers
Zap
Bats Battle Ram Wall Breakers
Barbarian Barrel
Musketeer Battle Ram Wall Breakers
The Log
Suspicious Bush Musketeer Battle Ram Hog Rider Wall Breakers
Earthquake
Hog Rider
Arrows
Bats Suspicious Bush Wall Breakers
Royal Delivery
Bats Musketeer Battle Ram Hog Rider Wall Breakers
Fireball
Suspicious Bush Musketeer Battle Ram Hog Rider Wall Breakers
Poison
Bats Suspicious Bush Musketeer
Lightning
Musketeer Battle Ram
Rocket
Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

The Log 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 Suspicious Bush Battle Ram 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.

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 Suspicious Bush Wall Breakers The Log Musketeer Battle Ram Hog Rider Mega Knight

Shortest cycle

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

8 Bats Suspicious Bush Wall Breakers The Log

Attack Synergies 5 10

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 Mega Knight Battle Ram Wall Breakers
Suspicious Bush
Musketeer
Hog Rider Battle Ram The Log Mega Knight
Battle Ram
The Log Bats Musketeer Wall Breakers
Hog Rider
Bats Musketeer The Log Mega Knight
Wall Breakers
Bats Battle Ram The Log Mega Knight
The Log
Battle Ram Hog Rider Musketeer Wall Breakers Mega Knight
Mega Knight
Bats Musketeer Hog Rider Wall Breakers The Log

Defense Synergies 1 5

Bats
Musketeer The Log Mega Knight
Suspicious Bush
Musketeer
The Log Bats Mega Knight
Battle Ram
Hog Rider
Wall Breakers
The Log
Musketeer Bats Mega Knight
Mega Knight
Bats 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.

Musketeer The Log
Bats Musketeer The Log Mega Knight
Mega Knight Bats Musketeer
Bats Musketeer Mega Knight
The Log Mega Knight
The Log Bats Musketeer Mega Knight
Bats Musketeer
Musketeer The Log Mega Knight
Musketeer
Musketeer Mega Knight
Bats Musketeer The Log Mega Knight
Musketeer Bats
Mega Knight Bats Musketeer The Log
Mega Knight Bats The Log
Mega Knight
The Log Mega Knight
Mega Knight Bats Musketeer
Mega Knight Bats Musketeer The Log
The Log Bats Musketeer Mega Knight
Musketeer
Mega Knight Bats Musketeer The Log

Counters to secondary win conditions

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

Mega Knight
Musketeer The Log Mega Knight
Mega Knight Bats Musketeer The Log
Mega Knight Bats Musketeer The Log
Musketeer Mega Knight
Bats Musketeer
Bats Musketeer
Mega Knight
Mega Knight Bats The Log
Musketeer
Mega Knight Bats Musketeer
Mega Knight The Log
Mega Knight
Musketeer Mega Knight
Bats Musketeer The Log
Bats Mega Knight Musketeer The Log

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.)

Musketeer The Log
Musketeer The Log
The Log
Musketeer The Log
The Log Mega Knight
Bats Musketeer
Musketeer The Log
The Log
The Log
Bats Musketeer
Musketeer The Log
Musketeer
Musketeer The Log
Musketeer
Musketeer The Log
Musketeer The Log
Musketeer The Log Mega Knight
Bats
Musketeer The Log Mega Knight
The Log Mega Knight
Musketeer The Log Mega Knight
Musketeer The Log
Musketeer The Log
The Log Mega Knight
The Log Musketeer
Musketeer The Log Mega Knight
Musketeer The Log
Bats Musketeer
Bats Musketeer
Musketeer The Log Mega Knight
Mega Knight
The Log
Bats Musketeer
Musketeer
The Log
Musketeer Mega Knight
The Log Musketeer
Musketeer Mega Knight
Bats Musketeer The Log
Bats Musketeer
Musketeer The Log Mega Knight
Mega Knight

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