My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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 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!

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.

Bomber Bats Musketeer Electro Giant Bandit

Offensive cards

Win conditions

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

Electro Giant

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.

Electro Giant Bandit

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.

Electro Giant Bandit

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.

Bandit

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
Bomber Bats Guards Skeleton Army Bandit
Giant Snowball
Bomber Bats Musketeer Guards Skeleton Army
Zap
Bomber Bats Guards Skeleton Army Bandit
Barbarian Barrel
Bomber Musketeer Guards Skeleton Army Bandit
The Log
Bomber Musketeer Guards Skeleton Army Bandit
Earthquake
Bomber Guards Skeleton Army
Arrows
Bomber Bats Guards Skeleton Army
Royal Delivery
Bomber Bats Musketeer Guards Skeleton Army Bandit
Fireball
Bomber Musketeer Skeleton Army Bandit
Poison
Bomber Bats Musketeer Guards Skeleton Army
Lightning
Musketeer Bandit
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Electro Giant The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Guards Skeleton Army Electro Giant

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.

Skeleton Army

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats The Log Guards Skeleton Army Bandit Musketeer Electro Giant

Shortest cycle

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

9 Bomber Bats The Log Guards

Attack Synergies 0 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.

Bomber
Bats Bandit
Bats
Bomber Bandit
Musketeer
The Log Bandit
Guards
The Log Bandit
Skeleton Army
Electro Giant
The Log
Musketeer Guards Bandit
Bandit
Bomber Bats Musketeer Guards The Log

Defense Synergies 2 15

Bomber
Bats Guards Electro Giant The Log Bandit
Bats
Bomber Musketeer The Log Bandit
Musketeer
Guards The Log Bats Skeleton Army Bandit
Guards
Musketeer Bomber Skeleton Army The Log
Skeleton Army
Musketeer Guards The Log Bandit
Electro Giant
Bomber
The Log
Musketeer Bomber Bats Guards Skeleton Army Bandit
Bandit
Bomber Bats Musketeer Skeleton Army 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.

Bomber Musketeer The Log
Skeleton Army Bats Musketeer The Log Bandit
Skeleton Army Bomber Bats Musketeer Bandit
Skeleton Army Bats Musketeer Guards Bandit
Bomber Skeleton Army The Log
Skeleton Army The Log Bomber Bats Musketeer Guards Bandit
Bats Musketeer
Musketeer Electro Giant The Log Bandit
Musketeer Skeleton Army
Guards Skeleton Army Bomber Musketeer Bandit
Bats Guards Skeleton Army Bomber Musketeer Electro Giant The Log Bandit
Musketeer Bats
Skeleton Army Bomber Bats Musketeer Guards The Log Bandit
Bomber Skeleton Army Bats Guards The Log
Skeleton Army Bandit
Skeleton Army Electro Giant The Log Bandit
Bomber Bats Musketeer Skeleton Army
Bomber Bats Musketeer Guards Skeleton Army The Log Bandit
The Log Bomber Bats Musketeer Guards Bandit
Musketeer
Bomber Skeleton Army Bats Musketeer Guards Electro Giant The Log Bandit

Counters to secondary win conditions

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

Guards Skeleton Army Electro Giant Bandit
Bandit Bomber Musketeer The Log
Guards Skeleton Army Bandit Bats Musketeer The Log
Guards Skeleton Army Bats Musketeer The Log Bandit
Musketeer Guards Skeleton Army Bandit
Electro Giant Bats Musketeer
Guards Skeleton Army Bats Musketeer Bandit
Skeleton Army
Bats Skeleton Army The Log Bandit
Musketeer Guards Skeleton Army
Bats Musketeer Guards
Skeleton Army Guards Electro Giant The Log
Skeleton Army Guards Bandit
Bomber Musketeer Skeleton Army Electro Giant
Guards Skeleton Army Electro Giant Bomber Bats Musketeer The Log
Bats Bomber Musketeer Electro Giant The Log
Bomber

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 Guards The Log Bandit
Musketeer The Log Bandit
The Log Bandit
Musketeer Guards The Log
Bomber The Log
Electro Giant Bats Musketeer
Bomber Musketeer The Log
The Log
The Log Bandit
Bats Musketeer Guards
Musketeer The Log Bandit
Musketeer
Musketeer The Log Bandit
Musketeer Bandit
Musketeer The Log
Bomber Musketeer The Log Bandit
Musketeer The Log Bandit
Bomber Bats
Bomber Musketeer The Log Bandit
Bomber Electro Giant The Log
Musketeer The Log
Musketeer The Log
Musketeer The Log
Electro Giant The Log Bomber
The Log Musketeer Bandit
Musketeer The Log Bandit
Musketeer The Log Bandit
Bats Musketeer Electro Giant
Bats Musketeer Guards Electro Giant
Bomber Musketeer The Log Bandit
The Log
Bats Musketeer Guards Skeleton Army Bandit
Musketeer
The Log
Musketeer
The Log Bomber Musketeer
Electro Giant
Musketeer
Electro Giant Bats Musketeer Guards The Log
Bats Musketeer
Musketeer Electro Giant The Log Bandit

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: