My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Three Musketeers Hunter Witch Executioner

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.

Battle Ram Three Musketeers Hunter Witch Bowler Executioner

Offensive cards

Win conditions

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

Battle Ram Three Musketeers

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.

Battle Ram

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.

Battle Ram

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
Battle Ram Three Musketeers Guards
Giant Snowball
Battle Ram Three Musketeers Guards Witch
Zap
Battle Ram Three Musketeers Guards Witch
Barbarian Barrel
Battle Ram Three Musketeers Guards Hunter Witch Executioner
The Log
Battle Ram Three Musketeers Guards Hunter Witch
Earthquake
Guards Witch
Arrows
Guards Witch
Royal Delivery
Battle Ram Three Musketeers Guards Hunter Witch Bowler Executioner
Fireball
Battle Ram Three Musketeers Hunter Witch Bowler Executioner
Poison
Three Musketeers Guards Hunter Witch Executioner
Lightning
Battle Ram Three Musketeers Hunter Witch Bowler Executioner
Rocket
Three Musketeers Hunter Witch Bowler Executioner

Against air swarms

Spells and units that can counter air swarms.

Hunter Witch Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Hunter Bowler Executioner 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.

Battle Ram Guards Bowler Executioner

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 Witch

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.

The Log Guards Battle Ram Hunter Witch Bowler Executioner Three Musketeers

Shortest cycle

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

13 The Log Guards Battle Ram Hunter

Attack Synergies 1 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.

Battle Ram
The Log Three Musketeers Hunter Witch
Three Musketeers
Battle Ram Guards The Log
Guards
Three Musketeers The Log
Hunter
Battle Ram Bowler
Witch
Battle Ram Bowler
Bowler
Hunter Witch Executioner The Log
Executioner
Bowler The Log
The Log
Battle Ram Three Musketeers Guards Bowler Executioner

Defense Synergies 2 9

Battle Ram
Three Musketeers
The Log
Guards
Hunter Witch Executioner The Log
Hunter
Guards Bowler The Log
Witch
Guards Bowler The Log
Bowler
The Log Hunter Witch
Executioner
Guards The Log
The Log
Bowler Three Musketeers Guards Hunter Witch Executioner

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.

Bowler Executioner The Log
Hunter Three Musketeers Witch Executioner The Log
Three Musketeers Hunter Witch Bowler Executioner
Three Musketeers Hunter Witch Guards Bowler
Bowler The Log
Bowler The Log Guards Hunter Executioner
Three Musketeers Hunter Witch Executioner
Bowler The Log
Three Musketeers Hunter Witch
Guards Hunter Bowler
Guards Witch Executioner Hunter Bowler The Log
Three Musketeers Hunter Executioner Witch
Hunter Bowler Three Musketeers Guards Witch The Log
Three Musketeers Bowler Executioner Guards Hunter Witch The Log
Three Musketeers Hunter
Three Musketeers Hunter Bowler The Log
Three Musketeers Hunter Witch Bowler Executioner
Three Musketeers Guards Hunter Witch Bowler Executioner The Log
Hunter Witch Executioner The Log Guards Bowler
Three Musketeers Hunter
Bowler Guards Hunter Witch Executioner The Log

Counters to secondary win conditions

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

Guards Witch Bowler
Hunter Bowler Executioner The Log
Guards Hunter Witch Bowler The Log
Guards Hunter Bowler The Log
Three Musketeers Guards Hunter Witch Bowler Executioner
Executioner Three Musketeers Hunter Witch
Guards Hunter Witch Bowler
Hunter
Witch The Log
Witch Three Musketeers Guards
Guards Hunter Witch Bowler
Guards Bowler The Log
Bowler Three Musketeers Guards Hunter Witch Executioner
Three Musketeers Witch Bowler Executioner
Guards Witch Three Musketeers Hunter Bowler Executioner The Log
Bowler Executioner Hunter Witch 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.)

Guards The Log
Bowler Executioner The Log
The Log
Guards The Log
Executioner Bowler The Log
Executioner Hunter Witch
Witch Bowler Executioner The Log
The Log Hunter Bowler Executioner
The Log
Three Musketeers Guards Bowler
Bowler The Log
Executioner
Three Musketeers Hunter Bowler Executioner The Log
The Log
Three Musketeers Hunter Witch Bowler Executioner The Log
Three Musketeers Bowler Executioner The Log
Three Musketeers
Three Musketeers Hunter Bowler Executioner The Log
Witch Bowler The Log
Bowler The Log
Bowler The Log
The Log
The Log Hunter Witch Bowler Executioner
Witch
The Log Hunter Witch Bowler Executioner
Witch Bowler The Log
The Log
Hunter Witch Executioner
Guards Witch
Bowler
Hunter The Log
Bowler The Log
Guards Witch
Three Musketeers Hunter Witch Executioner
The Log
Three Musketeers Hunter Bowler Executioner
The Log Bowler Executioner
Three Musketeers Executioner
Guards Witch Bowler The Log
Witch Executioner
Witch Bowler Executioner The Log

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