My Best Clash Royale Deck

Deck Check Rating

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

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.

Spear Goblins Bats Musketeer Ram Rider

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.

Ice Spirit Spear Goblins Bats Knight Musketeer Electro Giant Ram Rider

Offensive cards

Win conditions

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

Electro Giant Ram Rider

Damage spells

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

Zap

Punishments

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

Electro Giant Ram Rider

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.

Ice Spirit Spear Goblins Knight Electro Giant Ram Rider

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.

Ram 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
Spear Goblins Bats Ram Rider
Giant Snowball
Spear Goblins Bats Musketeer Ram Rider
Zap
Spear Goblins Bats Ram Rider
Barbarian Barrel
Ice Spirit Spear Goblins Knight Musketeer
The Log
Ice Spirit Spear Goblins Musketeer Ram Rider
Earthquake
Spear Goblins
Arrows
Ice Spirit Spear Goblins Bats
Royal Delivery
Ice Spirit Spear Goblins Bats Knight Musketeer Ram Rider
Fireball
Musketeer Ram Rider
Poison
Spear Goblins Bats Musketeer
Lightning
Knight Musketeer Ram Rider
Rocket
Musketeer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Electro Giant

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.

Ice Spirit Spear Goblins Bats Knight Electro Giant

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.

Ice Spirit 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Spear Goblins Bats Zap Knight Musketeer Ram Rider Electro Giant

Shortest cycle

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

7 Ice Spirit Spear Goblins Bats Zap

Attack Synergies 6 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.

Ice Spirit
Zap Knight Spear Goblins Bats Musketeer Ram Rider
Spear Goblins
Knight Ice Spirit Zap Ram Rider
Bats
Knight Ice Spirit Zap Ram Rider
Zap
Ice Spirit Ram Rider Spear Goblins Bats Knight Musketeer
Knight
Ice Spirit Spear Goblins Bats Musketeer Zap Ram Rider
Musketeer
Knight Ice Spirit Zap Ram Rider
Electro Giant
Ram Rider
Zap Ice Spirit Spear Goblins Bats Knight Musketeer

Defense Synergies 5 13

Ice Spirit
Zap Musketeer Spear Goblins Bats Knight Ram Rider
Spear Goblins
Knight Ice Spirit Bats Zap Musketeer
Bats
Knight Ice Spirit Spear Goblins Zap Musketeer
Zap
Ice Spirit Spear Goblins Bats Knight Musketeer Ram Rider
Knight
Spear Goblins Bats Musketeer Ice Spirit Zap
Musketeer
Ice Spirit Knight Spear Goblins Bats Zap Ram Rider
Electro Giant
Ram Rider
Ice Spirit Zap Musketeer

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.

Spear Goblins Zap Knight Musketeer Ram Rider
Ice Spirit Bats Zap Knight Musketeer Ram Rider
Ram Rider Bats Knight Musketeer
Bats Knight Musketeer Ram Rider
Spear Goblins Bats Zap Musketeer
Bats Musketeer Ram Rider Ice Spirit Spear Goblins Zap
Zap Musketeer Electro Giant Ram Rider
Musketeer
Knight Ice Spirit Spear Goblins Musketeer
Bats Spear Goblins Zap Knight Musketeer Electro Giant Ram Rider
Musketeer Spear Goblins Bats Zap Ram Rider
Ice Spirit Bats Zap Knight Musketeer Ram Rider
Ice Spirit Bats Zap
Knight Ram Rider
Ice Spirit Zap Electro Giant Ram Rider
Bats Knight Musketeer
Ice Spirit Spear Goblins Bats Zap Knight Musketeer Ram Rider
Zap Ice Spirit Spear Goblins Bats Knight Musketeer Ram Rider
Musketeer Ram Rider
Spear Goblins Bats Knight Musketeer Electro Giant

Counters to secondary win conditions

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

Knight Spear Goblins Zap Electro Giant
Zap Knight Musketeer
Ice Spirit Spear Goblins Bats Zap Knight Musketeer Ram Rider
Bats Zap Knight Musketeer Ram Rider
Knight Musketeer Ram Rider
Electro Giant Ice Spirit Bats Zap Musketeer Ram Rider
Spear Goblins Bats Knight Musketeer Ram Rider
Knight
Zap Ice Spirit Spear Goblins Bats Knight
Musketeer
Bats Knight Musketeer
Zap Electro Giant
Knight Ram Rider
Musketeer Electro Giant
Electro Giant Ice Spirit Spear Goblins Bats Zap Knight Musketeer
Bats Zap Musketeer Electro Giant
Zap

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.)

Knight Musketeer
Zap Musketeer Ram Rider
Knight Musketeer
Zap
Electro Giant Ice Spirit Spear Goblins Bats Zap Musketeer Ram Rider
Musketeer
Ice Spirit Zap Ram Rider
Zap Ram Rider
Bats Musketeer
Zap Knight Musketeer Ram Rider
Zap Musketeer
Knight Musketeer
Musketeer
Zap Musketeer
Spear Goblins Zap Musketeer
Musketeer
Bats
Zap Musketeer
Zap Electro Giant
Musketeer
Musketeer
Zap Musketeer
Zap Electro Giant Ice Spirit
Zap Musketeer Ram Rider
Zap Musketeer Ram Rider
Zap Musketeer
Bats Zap Musketeer Electro Giant
Zap Ice Spirit Bats Musketeer Electro Giant
Zap Musketeer
Zap Ice Spirit
Zap Ice Spirit Spear Goblins Bats Musketeer
Zap Musketeer Ram Rider
Knight Musketeer
Zap Musketeer
Zap Electro Giant
Musketeer
Zap Electro Giant Ice Spirit Bats Musketeer
Bats Zap Musketeer
Zap Musketeer Electro Giant

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