My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Musketeer

Defensive buildings

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

Cannon

Investments

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

Skeletons Knight Suspicious Bush Musketeer

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows

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.

Knight Barbarians

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
Skeletons
Giant Snowball
Skeletons Cannon Barbarians Musketeer
Zap
Skeletons Cannon
Barbarian Barrel
Skeletons Knight Cannon Barbarians Musketeer
The Log
Skeletons Cannon Barbarians Suspicious Bush Musketeer
Earthquake
Skeletons Cannon Barbarians
Arrows
Skeletons Suspicious Bush
Royal Delivery
Skeletons Knight Barbarians Musketeer
Fireball
Cannon Barbarians Suspicious Bush Musketeer
Poison
Cannon Barbarians Suspicious Bush Musketeer
Lightning
Knight Cannon Musketeer
Rocket
Barbarians Musketeer

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Arrows Knight Suspicious Bush

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.

Barbarians 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.

Mirror Skeletons Suspicious Bush Arrows Knight Cannon Musketeer Barbarians

Shortest cycle

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

6 Mirror Skeletons Suspicious Bush Arrows

Attack Synergies 2 2

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.

Skeletons
Arrows
Mirror Knight
Knight
Musketeer Arrows
Cannon
Barbarians
Suspicious Bush
Musketeer
Knight Mirror
Mirror
Arrows Musketeer

Defense Synergies 7 5

Skeletons
Cannon Musketeer Knight
Arrows
Mirror Knight Cannon Barbarians
Knight
Cannon Musketeer Skeletons Arrows
Cannon
Skeletons Knight Musketeer Mirror Arrows
Barbarians
Arrows
Suspicious Bush
Musketeer
Skeletons Knight Cannon Mirror
Mirror
Arrows Cannon 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.

Knight Cannon Musketeer
Barbarians Skeletons Knight Cannon Musketeer
Cannon Barbarians Skeletons Knight Musketeer
Cannon Barbarians Skeletons Knight Musketeer
Arrows Barbarians
Arrows Skeletons Cannon Musketeer
Musketeer Arrows Cannon
Arrows Cannon Barbarians Musketeer
Cannon Barbarians Skeletons Musketeer
Knight Skeletons Cannon Barbarians Musketeer
Barbarians Skeletons Arrows Knight Cannon Musketeer
Arrows Musketeer
Cannon Barbarians Skeletons Knight Musketeer
Arrows Cannon Barbarians
Barbarians Knight Cannon
Barbarians Cannon
Barbarians Skeletons Arrows Knight Cannon Musketeer
Arrows Cannon Knight Barbarians Musketeer
Arrows Knight Cannon Barbarians Musketeer
Barbarians Cannon Musketeer
Arrows Knight Cannon Barbarians Musketeer
Cannon

Counters to secondary win conditions

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

Knight Barbarians Skeletons
Arrows Knight Musketeer
Barbarians Skeletons Knight Musketeer
Knight Barbarians Musketeer
Barbarians Skeletons Knight Cannon Musketeer
Arrows Skeletons Musketeer
Skeletons Knight Barbarians Musketeer
Knight Barbarians
Skeletons Knight Barbarians
Skeletons Cannon Barbarians Musketeer
Knight Barbarians Musketeer
Arrows Barbarians
Barbarians Skeletons Knight Cannon
Cannon Barbarians Musketeer
Barbarians Skeletons Knight Musketeer
Arrows Cannon Barbarians Musketeer
Arrows Cannon

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.)

Arrows Knight Musketeer
Arrows Musketeer
Arrows
Arrows Knight Barbarians Musketeer
Arrows
Arrows Musketeer
Arrows Musketeer
Arrows
Arrows
Musketeer
Arrows Knight Musketeer
Arrows Musketeer
Knight Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows
Arrows Musketeer
Arrows
Musketeer
Arrows
Musketeer
Arrows Barbarians Musketeer
Arrows
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Musketeer
Arrows Musketeer
Arrows
Arrows
Barbarians Musketeer
Arrows Musketeer
Arrows
Knight Musketeer
Arrows Musketeer
Arrows
Musketeer
Musketeer
Musketeer
Musketeer

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