My Best Clash Royale Deck

Deck Check Rating

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

4 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 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.

Rascals Three Musketeers Baby Dragon Phoenix Night Witch

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 Rascals Three Musketeers Baby Dragon Phoenix Night Witch

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

The Log

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.

Rascals Baby Dragon Phoenix

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 Three Musketeers Guards Phoenix Night Witch
Giant Snowball
Skeletons Three Musketeers Guards Baby Dragon Night Witch
Zap
Skeletons Three Musketeers Guards Night Witch
Barbarian Barrel
Skeletons Rascals Three Musketeers Guards Night Witch
The Log
Skeletons Rascals Three Musketeers Guards
Earthquake
Skeletons Guards
Arrows
Skeletons Rascals Guards Night Witch
Royal Delivery
Skeletons Rascals Three Musketeers Guards Baby Dragon Night Witch
Fireball
Rascals Three Musketeers Baby Dragon Night Witch
Poison
Rascals Three Musketeers Guards Phoenix Night Witch
Lightning
Three Musketeers Baby Dragon Phoenix Night Witch
Rocket
Rascals Three Musketeers Phoenix Night Witch

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon The Log

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 Baby Dragon Night Witch

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Guards Baby Dragon Phoenix Night Witch Rascals Three Musketeers

Shortest cycle

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

10 Skeletons The Log Guards Baby Dragon

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
Rascals
Baby Dragon
Three Musketeers
Guards The Log
Guards
Three Musketeers The Log
Baby Dragon
Rascals
The Log
Three Musketeers Guards
Phoenix
Night Witch

Defense Synergies 0 11

Skeletons
Baby Dragon The Log Phoenix Night Witch
Rascals
Baby Dragon The Log
Three Musketeers
The Log
Guards
Baby Dragon The Log
Baby Dragon
Skeletons Rascals Guards The Log
The Log
Skeletons Rascals Three Musketeers Guards Baby Dragon Night Witch
Phoenix
Skeletons
Night Witch
Skeletons 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.

Baby Dragon The Log
Skeletons Rascals Three Musketeers The Log Phoenix Night Witch
Three Musketeers Skeletons Rascals Night Witch
Three Musketeers Night Witch Skeletons Rascals Guards Phoenix
The Log
The Log Skeletons Rascals Guards Baby Dragon Night Witch
Three Musketeers Rascals Baby Dragon Phoenix Night Witch
Rascals Baby Dragon The Log Phoenix
Three Musketeers Skeletons Rascals Phoenix Night Witch
Guards Skeletons Rascals Phoenix Night Witch
Guards Skeletons Rascals Baby Dragon The Log Night Witch
Three Musketeers Rascals Baby Dragon Phoenix Night Witch
Night Witch Skeletons Rascals Three Musketeers Guards The Log
Three Musketeers Rascals Guards Baby Dragon The Log Night Witch
Rascals Three Musketeers Phoenix
Rascals Three Musketeers The Log
Three Musketeers Skeletons Rascals Night Witch
Rascals Three Musketeers Guards Baby Dragon The Log Night Witch
Baby Dragon The Log Rascals Guards
Three Musketeers Phoenix
Rascals Guards Baby Dragon The Log Night Witch

Counters to secondary win conditions

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

Rascals Guards Skeletons
Baby Dragon The Log Phoenix
Guards Skeletons Rascals The Log
Guards Rascals The Log Phoenix Night Witch
Skeletons Rascals Three Musketeers Guards Phoenix Night Witch
Skeletons Rascals Three Musketeers Baby Dragon
Rascals Guards Skeletons Phoenix Night Witch
Rascals Phoenix
Skeletons Baby Dragon The Log Phoenix
Skeletons Three Musketeers Guards Phoenix
Rascals Guards Phoenix
Guards The Log Phoenix
Rascals Skeletons Three Musketeers Guards Night Witch
Rascals Three Musketeers Baby Dragon
Rascals Guards Phoenix Skeletons Three Musketeers Baby Dragon The Log Night Witch
Rascals Baby Dragon The Log Phoenix

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.)

Rascals Guards Baby Dragon The Log
Baby Dragon The Log
Baby Dragon The Log
Rascals Guards The Log
Baby Dragon The Log
Baby Dragon
Baby Dragon The Log
The Log Baby Dragon
The Log
Three Musketeers Guards Night Witch
The Log
Baby Dragon
Three Musketeers Baby Dragon The Log
Baby Dragon
Baby Dragon The Log
Three Musketeers Baby Dragon The Log
Three Musketeers Baby Dragon The Log
Three Musketeers
Night Witch
Three Musketeers Baby Dragon The Log
Baby Dragon The Log
Baby Dragon The Log Night Witch
The Log
Baby Dragon The Log
The Log Baby Dragon
The Log Baby Dragon
Baby Dragon The Log
Baby Dragon The Log
Baby Dragon Night Witch
Guards
Night Witch
The Log Night Witch
The Log
Guards Night Witch
Three Musketeers Baby Dragon
The Log
Rascals Three Musketeers Baby Dragon
The Log Baby Dragon
Three Musketeers
Rascals Guards Baby Dragon The Log
Baby Dragon The Log

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