My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

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!

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.

Musketeer Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap The Log

Punishments

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

Hog Rider Mega Knight

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.

Barbarians Hog Rider Mega Knight

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.

Hog 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
Hog Rider Guards
Giant Snowball
Cannon Barbarians Musketeer Hog Rider Guards
Zap
Cannon Guards
Barbarian Barrel
Cannon Barbarians Musketeer Guards
The Log
Cannon Barbarians Musketeer Hog Rider Guards
Earthquake
Cannon Barbarians Hog Rider Guards
Arrows
Guards
Royal Delivery
Barbarians Musketeer Hog Rider Guards
Fireball
Cannon Barbarians Musketeer Hog Rider
Poison
Cannon Barbarians Musketeer Guards
Lightning
Cannon Musketeer
Rocket
Barbarians Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Mega Knight

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.

Guards Mega Knight

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Cannon Guards Musketeer Hog Rider Barbarians Mega Knight

Shortest cycle

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

10 Zap The Log Cannon Guards

Attack Synergies 3 11

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.

Zap
Hog Rider Musketeer Guards The Log Mega Knight
Cannon
Barbarians
Hog Rider
Musketeer
Hog Rider Zap The Log Mega Knight
Hog Rider
Zap Musketeer The Log Barbarians Guards Mega Knight
Guards
Zap Hog Rider The Log
The Log
Hog Rider Zap Musketeer Guards Mega Knight
Mega Knight
Zap Musketeer Hog Rider The Log

Defense Synergies 6 8

Zap
Cannon Mega Knight Barbarians Musketeer Guards The Log
Cannon
Zap Musketeer The Log Guards
Barbarians
Zap
Musketeer
Cannon Guards The Log Zap Mega Knight
Hog Rider
Guards
Musketeer Zap Cannon The Log
The Log
Cannon Musketeer Zap Guards Mega Knight
Mega Knight
Zap Musketeer 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.

Zap Cannon Musketeer The Log
Barbarians Zap Cannon Musketeer The Log Mega Knight
Cannon Barbarians Mega Knight Musketeer
Cannon Barbarians Musketeer Guards Mega Knight
Barbarians The Log Mega Knight
The Log Zap Cannon Musketeer Guards Mega Knight
Musketeer Zap Cannon
Zap Cannon Barbarians Musketeer The Log Mega Knight
Cannon Barbarians Musketeer
Guards Cannon Barbarians Musketeer Mega Knight
Barbarians Guards Zap Cannon Musketeer The Log Mega Knight
Musketeer Zap
Cannon Barbarians Mega Knight Zap Musketeer Guards The Log
Mega Knight Zap Cannon Barbarians Guards The Log
Barbarians Cannon Mega Knight
Barbarians Zap Cannon The Log Mega Knight
Barbarians Mega Knight Cannon Musketeer
Cannon Mega Knight Zap Barbarians Musketeer Guards The Log
Zap The Log Cannon Barbarians Musketeer Guards Mega Knight
Barbarians Cannon Musketeer
Mega Knight Cannon Barbarians Musketeer Guards The Log
Cannon Guards

Counters to secondary win conditions

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

Barbarians Guards Mega Knight Zap
Zap Musketeer The Log Mega Knight
Barbarians Guards Mega Knight Zap Musketeer The Log
Guards Mega Knight Zap Barbarians Musketeer The Log
Barbarians Cannon Musketeer Guards Mega Knight
Zap Musketeer
Guards Barbarians Musketeer
Mega Knight Barbarians
Zap Mega Knight Barbarians The Log
Cannon Barbarians Musketeer Guards
Mega Knight Barbarians Musketeer Guards
Mega Knight Zap Barbarians Guards The Log
Barbarians Mega Knight Cannon Guards
Cannon Barbarians Musketeer Mega Knight
Barbarians Guards Zap Musketeer The Log
Mega Knight Zap Cannon Barbarians Musketeer The Log
Zap 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.)

Musketeer Guards The Log
Zap Musketeer The Log
The Log
Barbarians Musketeer Guards The Log
Zap The Log Mega Knight
Zap Musketeer
Musketeer The Log
The Log Zap
The Log Zap
Musketeer Guards
Zap Musketeer The Log
Zap Musketeer
Musketeer The Log
Musketeer
Zap Musketeer The Log
Zap Musketeer The Log
Musketeer The Log Mega Knight
Zap Musketeer The Log Mega Knight
Zap The Log Mega Knight
Musketeer The Log Mega Knight
Musketeer The Log
Zap Barbarians Musketeer The Log
Zap The Log Mega Knight
The Log Zap Musketeer
Zap Musketeer The Log Mega Knight
Zap Musketeer The Log
Zap Musketeer
Zap Musketeer Guards
Zap Musketeer The Log Mega Knight
Zap
Mega Knight
The Log
Zap Barbarians Musketeer Guards
Zap Musketeer
The Log
Musketeer Mega Knight
The Log Zap Musketeer
Zap
Musketeer Mega Knight
Zap Musketeer Guards The Log
Zap Musketeer
Zap Musketeer The Log Mega Knight
Mega Knight

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