My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats Firecracker Musketeer

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.

Bats Knight Firecracker Elixir Golem Musketeer Sparky

Offensive cards

Win conditions

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

Elixir Golem

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.

Elixir Golem

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.

Knight Elixir Golem

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.

Firecracker

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
Bats Elixir Golem Sparky
Giant Snowball
Bats Musketeer
Zap
Bats Firecracker Sparky
Barbarian Barrel
Knight Firecracker Elixir Golem Musketeer Sparky
The Log
Firecracker Elixir Golem Musketeer Sparky
Earthquake
Firecracker Elixir Golem
Arrows
Bats Firecracker
Royal Delivery
Bats Knight Firecracker Elixir Golem Musketeer Sparky
Fireball
Firecracker Elixir Golem Musketeer Sparky
Poison
Bats Firecracker Elixir Golem Musketeer Sparky
Lightning
Knight Musketeer Sparky
Rocket
Musketeer Sparky

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker The Log Sparky

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.

Bats Knight Elixir Golem Sparky

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats The Log Knight Firecracker Elixir Golem Musketeer Sparky

Shortest cycle

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

7 Mirror Bats The Log Knight

Attack Synergies 5 15

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.

Bats
Knight Firecracker Elixir Golem Sparky
Knight
Bats Firecracker Musketeer The Log Sparky
Firecracker
Knight Elixir Golem Bats Mirror Sparky
Elixir Golem
Firecracker Bats Musketeer Mirror The Log Sparky
Musketeer
Knight Elixir Golem Mirror The Log
Mirror
The Log Firecracker Elixir Golem Musketeer Sparky
The Log
Mirror Knight Elixir Golem Musketeer Sparky
Sparky
Bats Knight Firecracker Elixir Golem Mirror The Log

Defense Synergies 5 12

Bats
Knight Firecracker Musketeer The Log Sparky
Knight
Bats Firecracker Musketeer The Log Sparky
Firecracker
Knight The Log Bats Musketeer Mirror
Elixir Golem
Musketeer
Knight The Log Bats Firecracker Mirror
Mirror
Firecracker Musketeer The Log Sparky
The Log
Firecracker Musketeer Bats Knight Mirror Sparky
Sparky
Bats Knight Mirror 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.

Knight Firecracker Musketeer The Log Sparky
Sparky Bats Knight Firecracker Musketeer The Log
Sparky Bats Knight Musketeer
Sparky Bats Knight Firecracker Musketeer
Firecracker The Log Sparky
The Log Bats Firecracker Musketeer
Bats Musketeer Firecracker
Musketeer The Log Sparky
Sparky Musketeer
Knight Firecracker Musketeer Sparky
Bats Knight Firecracker Musketeer The Log
Musketeer Bats Firecracker
Sparky Bats Knight Musketeer The Log
Sparky Bats Firecracker The Log
Sparky Knight
The Log Sparky
Sparky Bats Knight Firecracker Musketeer
Bats Knight Firecracker Musketeer The Log
The Log Bats Knight Firecracker Musketeer
Sparky Musketeer
Bats Knight Firecracker Musketeer The Log Sparky

Counters to secondary win conditions

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

Knight Sparky
Knight Firecracker Musketeer The Log
Bats Knight Musketeer The Log Sparky
Bats Knight Musketeer The Log Sparky
Knight Musketeer Sparky
Firecracker Bats Musketeer
Sparky Bats Knight Musketeer
Knight Sparky
Bats Knight Firecracker The Log Sparky
Musketeer Sparky
Bats Knight Musketeer Sparky
The Log
Knight Sparky
Firecracker Musketeer Sparky
Sparky Bats Knight Firecracker Musketeer The Log
Bats Firecracker Musketeer The Log Sparky

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.)

Knight Firecracker Musketeer The Log Sparky
Firecracker Musketeer The Log
The Log Sparky
Knight Firecracker Musketeer The Log Sparky
Firecracker The Log Sparky
Firecracker Bats Musketeer
Firecracker Musketeer The Log Sparky
The Log Firecracker
The Log Firecracker
Bats Musketeer Sparky
Firecracker Knight Musketeer The Log Sparky
Firecracker Musketeer
Knight Firecracker Musketeer The Log Sparky
Firecracker Musketeer
Firecracker Musketeer The Log Sparky
Firecracker Musketeer The Log Sparky
Firecracker Musketeer The Log Sparky
Sparky
Bats Sparky
Firecracker Musketeer The Log Sparky
Firecracker The Log
Musketeer The Log Sparky
Musketeer The Log Sparky
Musketeer The Log
Firecracker The Log Sparky
Firecracker The Log Musketeer Sparky
Musketeer The Log Sparky
Firecracker Musketeer The Log Sparky
Bats Firecracker Musketeer Sparky
Bats Firecracker Musketeer
Sparky
Musketeer The Log Sparky
Firecracker Sparky
Sparky
Firecracker The Log Sparky
Bats Musketeer
Firecracker Musketeer
The Log
Knight Firecracker Musketeer Sparky
The Log Firecracker Musketeer
Sparky
Firecracker Musketeer Sparky
Bats Firecracker Musketeer The Log Sparky
Firecracker Bats Musketeer
Firecracker Musketeer The Log Sparky

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