My Best Clash Royale Deck

Deck Check Rating

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

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.

Mega Minion Musketeer Inferno Dragon Ram Rider

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.

Knight Mega Minion Musketeer Royal Ghost Inferno Dragon Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Arrows The Log

Punishments

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

Royal Ghost Ram Rider

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 Royal Ghost Ram Rider

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.

Royal Ghost Ram Rider

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
Inferno Dragon Ram Rider
Giant Snowball
Mega Minion Musketeer Inferno Dragon Ram Rider
Zap
Inferno Dragon Ram Rider
Barbarian Barrel
Knight Musketeer Royal Ghost
The Log
Musketeer Ram Rider
Earthquake
Arrows
Royal Delivery
Knight Mega Minion Musketeer Royal Ghost Inferno Dragon Ram Rider
Fireball
Mega Minion Musketeer Inferno Dragon Ram Rider
Poison
Mega Minion Musketeer
Lightning
Knight Mega Minion Musketeer Inferno Dragon Ram Rider
Rocket
Musketeer Inferno Dragon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Royal Ghost

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.

Arrows Knight Mega Minion Royal Ghost Inferno Dragon

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Knight Mega Minion Royal Ghost Musketeer Inferno Dragon Ram Rider

Shortest cycle

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

11 The Log Arrows Knight Mega Minion

Attack Synergies 2 10

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.

Arrows
Knight Mega Minion Ram Rider
Knight
Mega Minion Musketeer Arrows The Log Ram Rider
Mega Minion
Knight Arrows
Musketeer
Knight The Log Royal Ghost Ram Rider
The Log
Knight Musketeer Ram Rider
Royal Ghost
Musketeer Ram Rider
Inferno Dragon
Ram Rider
Arrows Knight Musketeer The Log Royal Ghost

Defense Synergies 3 10

Arrows
Knight Mega Minion
Knight
Mega Minion Musketeer Arrows The Log
Mega Minion
Knight Arrows Musketeer The Log
Musketeer
Knight The Log Mega Minion Royal Ghost Ram Rider
The Log
Musketeer Knight Mega Minion Royal Ghost Inferno Dragon Ram Rider
Royal Ghost
Musketeer The Log
Inferno Dragon
The Log
Ram Rider
Musketeer 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 Mega Minion Musketeer The Log Ram Rider
Inferno Dragon Knight Mega Minion Musketeer The Log Ram Rider
Ram Rider Knight Mega Minion Musketeer Inferno Dragon
Inferno Dragon Knight Mega Minion Musketeer Ram Rider
Arrows The Log
Arrows The Log Mega Minion Musketeer Royal Ghost
Mega Minion Musketeer Inferno Dragon Ram Rider Arrows
Arrows Musketeer The Log Ram Rider
Inferno Dragon Musketeer
Knight Musketeer Royal Ghost
Arrows Knight Mega Minion Musketeer The Log Royal Ghost Ram Rider
Arrows Mega Minion Musketeer Inferno Dragon Ram Rider
Knight Musketeer The Log Ram Rider
Arrows Mega Minion The Log Royal Ghost
Inferno Dragon Knight Ram Rider
The Log Inferno Dragon Ram Rider
Arrows Knight Musketeer
Arrows Knight Mega Minion Musketeer The Log Royal Ghost Ram Rider
Arrows The Log Knight Mega Minion Musketeer Royal Ghost Inferno Dragon Ram Rider
Musketeer Inferno Dragon Ram Rider
Royal Ghost Arrows Knight Musketeer The Log

Counters to secondary win conditions

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

Knight Royal Ghost
Arrows Knight Mega Minion Musketeer The Log Royal Ghost Inferno Dragon
Knight Musketeer The Log Ram Rider
Knight Musketeer The Log Ram Rider
Knight Musketeer Inferno Dragon Ram Rider
Arrows Musketeer Ram Rider
Knight Mega Minion Musketeer Ram Rider
Knight Inferno Dragon
Knight Mega Minion The Log Inferno Dragon
Mega Minion Musketeer Inferno Dragon
Inferno Dragon Knight Mega Minion Musketeer
Arrows The Log
Knight Ram Rider
Musketeer
Knight Mega Minion Musketeer The Log Inferno Dragon
Arrows Mega Minion Musketeer The Log Royal Ghost Inferno 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 Musketeer The Log Royal Ghost
Arrows Musketeer The Log Royal Ghost Ram Rider
Arrows The Log
Arrows Knight Musketeer The Log
Arrows The Log
Arrows Mega Minion Musketeer Ram Rider
Arrows Musketeer The Log
Arrows The Log Ram Rider
Arrows The Log Ram Rider
Musketeer
Arrows Knight Musketeer The Log Ram Rider
Arrows Musketeer
Knight Musketeer The Log
Arrows Musketeer
Arrows Musketeer The Log
Arrows Musketeer The Log
Arrows Musketeer The Log
Arrows
Arrows Mega Minion Musketeer The Log
Arrows The Log
Musketeer The Log
Arrows
Musketeer The Log
Arrows Musketeer The Log
Arrows The Log
Mega Minion Inferno Dragon
Arrows The Log Musketeer Royal Ghost Ram Rider
Arrows Musketeer The Log Ram Rider
Arrows Musketeer The Log
Arrows Musketeer
Mega Minion Musketeer
Mega Minion
Arrows Musketeer The Log
Arrows
Arrows The Log
Musketeer
Arrows Mega Minion Musketeer Ram Rider
Arrows The Log
Knight Mega Minion Musketeer
Arrows The Log Musketeer
Arrows
Mega Minion Musketeer
Musketeer The Log
Musketeer
Musketeer The Log Royal Ghost

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