My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minions 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.

Knight Musketeer Giant Bandit

Offensive cards

Win conditions

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

Giant

Damage spells

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

Fireball The Log

Punishments

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

Giant Bandit

Pump responses

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

Fireball

Dropped at the bridge

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

Knight 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
Minions Giant Skeleton Army Bandit
Giant Snowball
Minions Musketeer Skeleton Army
Zap
Minions Skeleton Army Bandit
Barbarian Barrel
Knight Musketeer Skeleton Army Bandit
The Log
Musketeer Skeleton Army Bandit
Earthquake
Skeleton Army
Arrows
Minions Skeleton Army
Royal Delivery
Knight Minions Musketeer Skeleton Army Bandit
Fireball
Minions Musketeer Skeleton Army Bandit
Poison
Minions Musketeer Skeleton Army
Lightning
Knight Musketeer Bandit
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Knight Skeleton Army

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.

Fireball 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.

Minions Fireball 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.

The Log Knight Minions Skeleton Army Bandit Fireball Musketeer Giant

Shortest cycle

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

11 The Log Knight Minions Skeleton Army

Attack Synergies 4 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.

Knight
Minions Musketeer Fireball The Log
Minions
Knight Giant Bandit
Fireball
Knight Giant The Log
Musketeer
Knight Giant The Log Bandit
Giant
Minions Musketeer Fireball The Log Bandit
Skeleton Army
The Log
Knight Fireball Musketeer Giant Bandit
Bandit
Minions Musketeer Giant The Log

Defense Synergies 4 13

Knight
Minions Musketeer Fireball Skeleton Army The Log
Minions
Knight Musketeer The Log Bandit
Fireball
The Log Knight Musketeer Bandit
Musketeer
Knight The Log Minions Fireball Skeleton Army Bandit
Giant
Skeleton Army
Knight Musketeer The Log Bandit
The Log
Fireball Musketeer Knight Minions Skeleton Army Bandit
Bandit
Minions Fireball 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.

Knight Minions Fireball Musketeer The Log
Skeleton Army Knight Minions Musketeer The Log Bandit
Skeleton Army Knight Minions Musketeer Bandit
Skeleton Army Knight Minions Musketeer Bandit
Fireball Skeleton Army The Log
Fireball Skeleton Army The Log Minions Musketeer Bandit
Minions Musketeer Fireball
Fireball Musketeer The Log Bandit
Minions Musketeer Skeleton Army
Knight Skeleton Army Musketeer Bandit
Minions Skeleton Army Knight Fireball Musketeer The Log Bandit
Minions Musketeer Fireball
Skeleton Army Knight Minions Fireball Musketeer The Log Bandit
Fireball Skeleton Army Minions The Log
Skeleton Army Knight Bandit
Skeleton Army Fireball The Log Bandit
Knight Minions Fireball Musketeer Skeleton Army
Fireball Knight Minions Musketeer Skeleton Army The Log Bandit
The Log Knight Minions Fireball Musketeer Bandit
Musketeer
Skeleton Army Knight Minions Fireball Musketeer The Log Bandit

Counters to secondary win conditions

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

Knight Skeleton Army Fireball Bandit
Fireball Bandit Knight Musketeer The Log
Skeleton Army Bandit Knight Minions Musketeer The Log
Skeleton Army Knight Fireball Musketeer The Log Bandit
Knight Musketeer Skeleton Army Bandit
Fireball Minions Musketeer
Skeleton Army Knight Minions Fireball Musketeer Bandit
Knight Skeleton Army
Knight Minions Fireball Skeleton Army The Log Bandit
Musketeer Skeleton Army
Knight Minions Musketeer
Skeleton Army Fireball The Log
Skeleton Army Knight Fireball Bandit
Fireball Musketeer Skeleton Army
Skeleton Army Knight Minions Fireball Musketeer The Log
Minions Fireball Musketeer The Log
Fireball

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.)

Fireball Knight Musketeer The Log Bandit
Fireball Musketeer The Log Bandit
Fireball The Log Bandit
Knight Fireball Musketeer The Log
Fireball The Log
Fireball Minions Musketeer
Musketeer The Log
Fireball The Log
Fireball The Log Bandit
Minions Fireball Musketeer
Knight Fireball Musketeer The Log Bandit
Fireball Musketeer
Knight Fireball Musketeer The Log Bandit
Minions Fireball Musketeer Bandit
Fireball Musketeer The Log
Fireball Musketeer The Log Bandit
Fireball Musketeer The Log Bandit
Fireball
Minions
Fireball Musketeer The Log Bandit
Fireball The Log
Minions Fireball Musketeer The Log
Fireball
Musketeer The Log
Fireball Musketeer The Log
The Log Fireball
Fireball The Log Musketeer Bandit
Fireball Musketeer The Log Bandit
Fireball Musketeer The Log Bandit
Fireball Musketeer
Minions Fireball Musketeer
Fireball
Fireball Musketeer The Log Bandit
Fireball
Fireball The Log
Minions Fireball Musketeer Skeleton Army Bandit
Fireball Musketeer
The Log Fireball
Fireball Knight Musketeer
The Log Fireball Musketeer
Fireball
Musketeer
Minions Fireball Musketeer The Log
Fireball Musketeer
Fireball Musketeer The Log Bandit
Fireball

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