My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Spear Goblins Archers Three Musketeers Baby Dragon

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 Spear Goblins Archers Knight Three Musketeers Baby Dragon

Offensive cards

Win conditions

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

Three Musketeers Graveyard

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.

Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Spear Goblins Knight Baby Dragon

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.

Graveyard

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 Spear Goblins Archers Three Musketeers Graveyard
Giant Snowball
Skeletons Spear Goblins Archers Three Musketeers Baby Dragon Graveyard
Zap
Skeletons Spear Goblins Archers Three Musketeers Graveyard
Barbarian Barrel
Skeletons Spear Goblins Archers Knight Three Musketeers Graveyard
The Log
Skeletons Spear Goblins Archers Three Musketeers Graveyard
Earthquake
Skeletons Spear Goblins Archers Graveyard
Arrows
Skeletons Spear Goblins Archers Graveyard
Royal Delivery
Skeletons Spear Goblins Archers Knight Three Musketeers Baby Dragon Graveyard
Fireball
Archers Three Musketeers Baby Dragon
Poison
Spear Goblins Archers Three Musketeers Graveyard
Lightning
Knight Three Musketeers Baby Dragon
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby 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.

Spear Goblins Arrows Knight Baby 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.

Graveyard

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.

Three Musketeers

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.

Skeletons Spear Goblins Archers Arrows Knight Baby Dragon Graveyard Three Musketeers

Shortest cycle

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

9 Skeletons Spear Goblins Archers Arrows

Attack Synergies 7 7

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
Spear Goblins
Knight Baby Dragon Graveyard
Archers
Knight Arrows Baby Dragon Graveyard
Arrows
Graveyard Archers Knight
Knight
Spear Goblins Archers Three Musketeers Baby Dragon Graveyard Arrows
Three Musketeers
Knight Graveyard
Baby Dragon
Knight Graveyard Spear Goblins Archers
Graveyard
Arrows Knight Baby Dragon Spear Goblins Archers Three Musketeers

Defense Synergies 2 11

Skeletons
Spear Goblins Archers Knight Baby Dragon
Spear Goblins
Knight Skeletons Archers Arrows Baby Dragon
Archers
Knight Skeletons Spear Goblins Baby Dragon
Arrows
Spear Goblins Knight
Knight
Spear Goblins Archers Skeletons Arrows Three Musketeers Baby Dragon
Three Musketeers
Knight
Baby Dragon
Skeletons Spear Goblins Archers Knight
Graveyard

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.

Spear Goblins Knight Baby Dragon
Skeletons Knight Three Musketeers
Three Musketeers Skeletons Archers Knight
Three Musketeers Skeletons Knight
Arrows
Arrows Skeletons Spear Goblins Archers Baby Dragon
Three Musketeers Spear Goblins Archers Arrows Baby Dragon
Arrows Baby Dragon
Three Musketeers Skeletons
Knight Skeletons Spear Goblins Archers
Archers Skeletons Spear Goblins Arrows Knight Baby Dragon
Arrows Three Musketeers Spear Goblins Archers Baby Dragon
Skeletons Knight Three Musketeers
Three Musketeers Arrows Baby Dragon
Knight Three Musketeers
Three Musketeers
Three Musketeers Skeletons Arrows Knight
Arrows Spear Goblins Archers Knight Three Musketeers Baby Dragon
Arrows Baby Dragon Spear Goblins Archers Knight
Three Musketeers
Spear Goblins Archers Arrows Knight Baby Dragon

Counters to secondary win conditions

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

Knight Skeletons Spear Goblins Archers
Archers Arrows Knight Baby Dragon
Skeletons Spear Goblins Knight
Knight
Skeletons Knight Three Musketeers
Arrows Skeletons Archers Three Musketeers Baby Dragon
Skeletons Spear Goblins Archers Knight
Knight
Skeletons Spear Goblins Knight Baby Dragon
Skeletons Three Musketeers
Knight
Arrows
Skeletons Knight Three Musketeers
Archers Three Musketeers Baby Dragon
Skeletons Spear Goblins Archers Knight Three Musketeers Baby Dragon
Arrows Archers Baby Dragon

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 Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Knight
Arrows Baby Dragon
Arrows Spear Goblins Baby Dragon
Archers Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Three Musketeers
Arrows Knight
Archers Arrows Baby Dragon
Knight Three Musketeers Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Spear Goblins Arrows Three Musketeers Baby Dragon
Arrows Three Musketeers Baby Dragon
Arrows Three Musketeers
Archers Arrows Three Musketeers Baby Dragon
Arrows Baby Dragon
Baby Dragon
Arrows
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Archers Arrows Baby Dragon
Arrows
Arrows
Arrows
Spear Goblins Archers
Archers Arrows Three Musketeers Baby Dragon
Arrows
Knight Three Musketeers Baby Dragon
Arrows Baby Dragon
Arrows
Three Musketeers
Baby Dragon
Baby Dragon

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