My Best Clash Royale Deck

Deck Check Rating

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

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.

Musketeer Wizard

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.

Musketeer Giant Wizard Dark Prince

Offensive cards

Win conditions

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

Giant Graveyard

Damage spells

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

The Log

Punishments

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

Giant Dark Prince 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.

Goblins Giant Dark Prince

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.

Dark Prince 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
Giant Skeleton Army Dark Prince Graveyard
Giant Snowball
Goblins Musketeer Skeleton Army Graveyard
Zap
Goblins Skeleton Army Dark Prince Graveyard
Barbarian Barrel
Goblins Musketeer Wizard Skeleton Army Dark Prince Graveyard
The Log
Goblins Musketeer Skeleton Army Dark Prince Graveyard
Earthquake
Skeleton Army Graveyard
Arrows
Goblins Skeleton Army Graveyard
Royal Delivery
Goblins Musketeer Wizard Skeleton Army Dark Prince Graveyard
Fireball
Musketeer Wizard Skeleton Army
Poison
Musketeer Wizard Skeleton Army Graveyard
Lightning
Musketeer Wizard Dark Prince
Rocket
Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Dark Prince The Log

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.

Skeleton Army Dark Prince

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.

Skeleton Army 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.

Goblins Musketeer Wizard

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins The Log Skeleton Army Musketeer Dark Prince Giant Wizard Graveyard

Shortest cycle

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

11 Goblins The Log Skeleton Army Musketeer

Attack Synergies 3 9

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.

Goblins
Giant
Musketeer
Giant Dark Prince The Log Graveyard
Giant
Musketeer Dark Prince Graveyard Goblins Wizard The Log
Wizard
Giant Dark Prince
Skeleton Army
Dark Prince
Giant Musketeer Wizard Graveyard
The Log
Musketeer Giant Graveyard
Graveyard
Giant Musketeer Dark Prince The Log

Defense Synergies 1 10

Goblins
Musketeer Wizard The Log
Musketeer
The Log Goblins Skeleton Army Dark Prince
Giant
Wizard
Goblins Skeleton Army Dark Prince The Log
Skeleton Army
Musketeer Wizard The Log
Dark Prince
Musketeer Wizard The Log
The Log
Musketeer Goblins Wizard Skeleton Army Dark Prince
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.

Musketeer Wizard The Log
Skeleton Army Goblins Musketeer Dark Prince The Log
Skeleton Army Goblins Musketeer Dark Prince
Skeleton Army Goblins Musketeer Dark Prince
Skeleton Army Dark Prince The Log
Skeleton Army The Log Goblins Musketeer Dark Prince
Musketeer Wizard
Musketeer The Log
Goblins Musketeer Skeleton Army
Skeleton Army Goblins Musketeer Dark Prince
Goblins Skeleton Army Musketeer Wizard Dark Prince The Log
Musketeer Wizard
Skeleton Army Musketeer Wizard Dark Prince The Log
Wizard Skeleton Army Goblins Dark Prince The Log
Skeleton Army
Skeleton Army The Log
Wizard Goblins Musketeer Skeleton Army Dark Prince
Goblins Musketeer Wizard Skeleton Army Dark Prince The Log
Wizard The Log Musketeer Dark Prince
Musketeer
Wizard Skeleton Army Dark Prince Goblins Musketeer The Log

Counters to secondary win conditions

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

Skeleton Army Goblins Dark Prince
Musketeer Wizard The Log
Skeleton Army Goblins Musketeer Dark Prince The Log
Skeleton Army Dark Prince Musketeer The Log
Musketeer Skeleton Army Dark Prince
Wizard Musketeer
Skeleton Army Dark Prince Goblins Musketeer
Skeleton Army Dark Prince
Goblins Skeleton Army Dark Prince The Log
Musketeer Skeleton Army
Musketeer Dark Prince
Skeleton Army Dark Prince The Log
Skeleton Army Dark Prince Wizard
Wizard Musketeer Skeleton Army
Skeleton Army Goblins Musketeer Dark Prince The Log
Musketeer Wizard Dark Prince The Log

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 The Log
Musketeer The Log
The Log
Musketeer Dark Prince The Log
Wizard Dark Prince The Log
Wizard Musketeer
Musketeer Wizard The Log
The Log Wizard
The Log Wizard
Goblins Musketeer
Musketeer Wizard Dark Prince The Log
Musketeer Wizard
Musketeer The Log
Musketeer
Musketeer The Log
Musketeer Wizard The Log
Musketeer Wizard The Log
Musketeer Wizard Dark Prince The Log
Wizard The Log
Musketeer The Log
Wizard
Musketeer The Log
Musketeer The Log
The Log Wizard Dark Prince
The Log Musketeer Wizard
Musketeer Wizard The Log
Musketeer The Log
Musketeer Wizard
Musketeer Wizard
Musketeer Wizard The Log
Wizard The Log
Musketeer Skeleton Army Dark Prince
Musketeer Wizard
The Log
Musketeer Wizard Dark Prince
The Log Musketeer Wizard
Musketeer Dark Prince
Musketeer The Log
Musketeer
Musketeer Dark Prince The Log

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