My Best Clash Royale Deck

Deck Check Rating

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

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 Tesla Musketeer Electro Dragon Ram Rider

Defensive buildings

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

Tesla

Investments

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

Skeletons Bats Tesla Musketeer Electro Dragon Ram Rider Monk

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Arrows

Punishments

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

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.

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.

Electro Dragon Ram Rider Monk

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 Bats Ram Rider
Giant Snowball
Skeletons Bats Musketeer Electro Dragon Ram Rider
Zap
Skeletons Bats Ram Rider
Barbarian Barrel
Skeletons Tesla Musketeer
The Log
Skeletons Musketeer Ram Rider
Earthquake
Skeletons Tesla
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Musketeer Electro Dragon Ram Rider
Fireball
Tesla Musketeer Electro Dragon Ram Rider
Poison
Bats Musketeer Electro Dragon
Lightning
Tesla Musketeer Electro Dragon Ram Rider Monk
Rocket
Musketeer Electro Dragon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Dragon

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 Arrows

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Arrows Tesla Musketeer Electro Dragon Ram Rider Monk

Shortest cycle

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

10 Skeletons Bats Arrows Tesla

Attack Synergies 0 4

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
Bats
Ram Rider
Arrows
Ram Rider
Tesla
Musketeer
Electro Dragon Ram Rider
Electro Dragon
Musketeer
Ram Rider
Bats Arrows Musketeer
Monk

Defense Synergies 3 9

Skeletons
Tesla Musketeer Bats Electro Dragon Ram Rider Monk
Bats
Skeletons Tesla Musketeer
Arrows
Tesla Monk
Tesla
Skeletons Musketeer Bats Arrows
Musketeer
Skeletons Tesla Bats Ram Rider
Electro Dragon
Skeletons
Ram Rider
Skeletons Musketeer
Monk
Skeletons Arrows

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.

Tesla Musketeer Electro Dragon Ram Rider
Skeletons Bats Tesla Musketeer Electro Dragon Ram Rider Monk
Tesla Ram Rider Skeletons Bats Musketeer Electro Dragon
Tesla Skeletons Bats Musketeer Electro Dragon Ram Rider Monk
Arrows Monk
Arrows Skeletons Bats Tesla Musketeer Electro Dragon
Bats Tesla Musketeer Ram Rider Arrows Electro Dragon
Arrows Tesla Musketeer Electro Dragon Ram Rider Monk
Tesla Skeletons Musketeer
Skeletons Tesla Musketeer
Bats Skeletons Arrows Tesla Musketeer Electro Dragon Ram Rider
Arrows Tesla Musketeer Bats Electro Dragon Ram Rider
Tesla Skeletons Bats Musketeer Electro Dragon Ram Rider
Bats Arrows Tesla Electro Dragon
Tesla Ram Rider
Monk Tesla Ram Rider
Tesla Skeletons Bats Arrows Musketeer Electro Dragon
Arrows Tesla Bats Musketeer Electro Dragon Ram Rider
Arrows Bats Tesla Musketeer Electro Dragon Ram Rider
Tesla Musketeer Ram Rider
Bats Arrows Tesla Musketeer Electro Dragon

Counters to secondary win conditions

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

Skeletons Tesla
Arrows Tesla Musketeer Electro Dragon Monk
Skeletons Bats Musketeer Electro Dragon Ram Rider
Bats Tesla Musketeer Ram Rider Monk
Skeletons Tesla Musketeer Ram Rider
Arrows Skeletons Bats Tesla Musketeer Electro Dragon Ram Rider Monk
Skeletons Bats Tesla Musketeer Ram Rider
Tesla
Electro Dragon Skeletons Bats Monk
Skeletons Tesla Musketeer
Bats Tesla Musketeer Electro Dragon
Monk Arrows
Skeletons Tesla Ram Rider
Tesla Musketeer Electro Dragon
Tesla Electro Dragon Skeletons Bats Musketeer Monk
Bats Arrows Tesla Musketeer Electro Dragon
Arrows

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 Musketeer Electro Dragon Monk
Arrows Monk Musketeer Electro Dragon Ram Rider
Arrows Electro Dragon
Arrows Musketeer
Arrows
Arrows Bats Musketeer Electro Dragon Ram Rider Monk
Arrows Musketeer
Arrows Electro Dragon Ram Rider
Arrows Monk Electro Dragon Ram Rider
Bats Musketeer Electro Dragon
Monk Arrows Musketeer Electro Dragon Ram Rider
Monk Arrows Musketeer Electro Dragon
Musketeer
Arrows Musketeer Electro Dragon Monk
Arrows Musketeer
Arrows Musketeer Electro Dragon
Arrows Musketeer Electro Dragon
Monk Arrows
Bats
Arrows Musketeer Electro Dragon Monk
Arrows Electro Dragon Monk
Musketeer Monk
Arrows
Musketeer Monk
Arrows Musketeer Electro Dragon Monk
Arrows Electro Dragon
Arrows Musketeer Electro Dragon Ram Rider Monk
Arrows Musketeer Electro Dragon Ram Rider Monk
Arrows Musketeer
Bats Arrows Musketeer Electro Dragon
Electro Dragon Bats Musketeer
Arrows Musketeer Electro Dragon
Arrows Electro Dragon Monk
Arrows Monk
Bats Musketeer Electro Dragon
Arrows Musketeer Electro Dragon Ram Rider Monk
Arrows
Musketeer Electro Dragon
Arrows Musketeer Electro Dragon
Monk Arrows
Musketeer Electro Dragon
Electro Dragon Bats Musketeer
Bats Musketeer Electro Dragon
Electro Dragon Musketeer Monk
Electro Dragon Monk

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: