My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Inferno Dragon Magic Archer

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.

Skeletons Royal Giant Musketeer Inferno Dragon Magic Archer Monk

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Rage

Punishments

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

Royal Giant

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.

Royal Giant Magic Archer

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.

Magic Archer 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 Royal Giant Skeleton Army Inferno Dragon
Giant Snowball
Skeletons Musketeer Skeleton Army Inferno Dragon
Zap
Skeletons Royal Giant Skeleton Army Inferno Dragon
Barbarian Barrel
Skeletons Musketeer Skeleton Army Magic Archer
The Log
Skeletons Royal Giant Musketeer Skeleton Army
Earthquake
Skeletons Skeleton Army
Arrows
Skeletons Skeleton Army
Royal Delivery
Skeletons Musketeer Skeleton Army Inferno Dragon Magic Archer
Fireball
Musketeer Skeleton Army Inferno Dragon Magic Archer
Poison
Musketeer Skeleton Army Magic Archer
Lightning
Musketeer Inferno Dragon Magic Archer Monk
Rocket
Musketeer Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Magic Archer

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.

Rage Skeleton Army Inferno Dragon

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.

Royal Giant 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Rage Skeleton Army Musketeer Inferno Dragon Magic Archer Monk Royal Giant

Shortest cycle

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

10 Skeletons Rage Skeleton Army Musketeer

Attack Synergies 0 3

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
Royal Giant
Musketeer Magic Archer Monk
Musketeer
Royal Giant
Rage
Skeleton Army
Inferno Dragon
Magic Archer
Royal Giant
Monk
Royal Giant

Defense Synergies 1 6

Skeletons
Musketeer Inferno Dragon Magic Archer Monk
Royal Giant
Musketeer
Skeletons Skeleton Army
Rage
Skeleton Army
Musketeer Inferno Dragon Magic Archer
Inferno Dragon
Skeletons Skeleton Army
Magic Archer
Skeletons Skeleton Army
Monk
Skeletons

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.

Musketeer Magic Archer
Skeleton Army Inferno Dragon Skeletons Musketeer Monk
Skeleton Army Skeletons Musketeer Inferno Dragon
Skeleton Army Inferno Dragon Skeletons Musketeer Monk
Skeleton Army Monk
Skeleton Army Skeletons Musketeer Magic Archer
Musketeer Inferno Dragon Magic Archer
Musketeer Magic Archer Monk
Inferno Dragon Skeletons Musketeer Skeleton Army
Skeleton Army Skeletons Musketeer
Skeleton Army Skeletons Musketeer Magic Archer
Musketeer Inferno Dragon Magic Archer
Skeleton Army Skeletons Musketeer
Skeleton Army Magic Archer
Skeleton Army Inferno Dragon
Skeleton Army Monk Inferno Dragon
Skeletons Musketeer Skeleton Army
Musketeer Skeleton Army Magic Archer
Musketeer Inferno Dragon Magic Archer
Musketeer Inferno Dragon
Skeleton Army Musketeer
Inferno Dragon

Counters to secondary win conditions

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

Skeleton Army Skeletons
Musketeer Inferno Dragon Magic Archer Monk
Skeleton Army Skeletons Musketeer
Skeleton Army Musketeer Monk
Skeletons Musketeer Skeleton Army Inferno Dragon
Skeletons Musketeer Magic Archer Monk
Skeleton Army Skeletons Musketeer
Skeleton Army Inferno Dragon
Skeletons Skeleton Army Inferno Dragon Magic Archer Monk
Skeletons Musketeer Skeleton Army Inferno Dragon
Inferno Dragon Musketeer
Skeleton Army Monk
Skeleton Army Skeletons
Musketeer Skeleton Army Magic Archer
Skeleton Army Skeletons Musketeer Inferno Dragon Magic Archer Monk
Musketeer Inferno Dragon Magic Archer

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.)

Magic Archer Musketeer Monk
Monk Musketeer Magic Archer
Magic Archer
Musketeer
Magic Archer
Musketeer Magic Archer Monk
Musketeer Magic Archer
Magic Archer
Monk
Musketeer
Monk Musketeer Magic Archer
Monk Musketeer Magic Archer
Musketeer Magic Archer
Musketeer Magic Archer Monk
Musketeer Magic Archer
Musketeer Magic Archer
Magic Archer Musketeer
Monk
Musketeer Magic Archer Monk
Magic Archer Monk
Musketeer Magic Archer Monk
Musketeer Monk
Musketeer Monk
Magic Archer
Inferno Dragon
Musketeer Magic Archer Monk
Musketeer Magic Archer Monk
Musketeer Magic Archer
Musketeer Magic Archer
Musketeer
Musketeer Magic Archer
Magic Archer Monk
Magic Archer Monk
Musketeer Skeleton Army Magic Archer
Musketeer Magic Archer Monk
Musketeer Magic Archer
Musketeer Magic Archer
Monk
Musketeer
Musketeer Magic Archer
Musketeer Magic Archer
Musketeer Magic Archer Monk
Inferno Dragon
Monk

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