My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Archers Three Musketeers

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Archers Three Musketeers

Offensive cards

Win conditions

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

Mortar Hog Rider Three Musketeers

Damage spells

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

Zap Arrows

Punishments

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

Mortar Hog 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.

Mortar Barbarians Hog 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.

Hog 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
Bats Archers Hog Rider Three Musketeers
Giant Snowball
Bats Archers Barbarians Hog Rider Three Musketeers
Zap
Bats Archers Mortar Three Musketeers
Barbarian Barrel
Archers Mortar Barbarians Three Musketeers
The Log
Archers Barbarians Hog Rider Three Musketeers
Earthquake
Archers Mortar Barbarians Hog Rider
Arrows
Bats Archers
Royal Delivery
Bats Archers Barbarians Hog Rider Three Musketeers
Fireball
Archers Mortar Barbarians Hog Rider Three Musketeers
Poison
Bats Archers Mortar Barbarians Three Musketeers
Lightning
Mortar Three Musketeers
Rocket
Mortar Barbarians Hog Rider Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Mortar

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 Arrows

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.

Barbarians 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Arrows Mortar Hog Rider Barbarians Three Musketeers

Shortest cycle

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

10 Bats Zap Archers Arrows

Attack Synergies 4 12

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
Hog Rider Zap Mortar
Zap
Arrows Hog Rider Bats Archers Mortar Three Musketeers
Archers
Zap Arrows Mortar Hog Rider
Arrows
Zap Hog Rider Archers Mortar
Mortar
Bats Zap Archers Arrows Hog Rider
Barbarians
Hog Rider
Hog Rider
Bats Zap Arrows Archers Mortar Barbarians Three Musketeers
Three Musketeers
Zap Hog Rider

Defense Synergies 0 10

Bats
Zap Mortar
Zap
Bats Archers Arrows Mortar Barbarians Three Musketeers
Archers
Zap Mortar
Arrows
Zap Mortar Barbarians
Mortar
Bats Zap Archers Arrows
Barbarians
Zap Arrows
Hog Rider
Three Musketeers
Zap

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.

Zap Mortar
Barbarians Bats Zap Mortar Three Musketeers
Mortar Barbarians Three Musketeers Bats Archers
Barbarians Three Musketeers Bats Mortar
Arrows Barbarians
Arrows Bats Zap Archers
Bats Three Musketeers Zap Archers Arrows Mortar
Zap Arrows Barbarians
Barbarians Three Musketeers Mortar
Archers Barbarians
Bats Archers Barbarians Zap Arrows
Arrows Three Musketeers Bats Zap Archers
Mortar Barbarians Bats Zap Three Musketeers
Three Musketeers Bats Zap Arrows Mortar Barbarians
Barbarians Mortar Three Musketeers
Barbarians Zap Mortar Three Musketeers
Barbarians Three Musketeers Bats Arrows Mortar
Arrows Mortar Bats Zap Archers Barbarians Three Musketeers
Zap Arrows Mortar Bats Archers Barbarians
Barbarians Mortar Three Musketeers
Bats Archers Arrows Barbarians

Counters to secondary win conditions

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

Barbarians Zap Archers
Zap Archers Arrows Mortar
Barbarians Bats Zap
Bats Zap Barbarians
Barbarians Three Musketeers
Arrows Bats Zap Archers Three Musketeers
Bats Archers Barbarians
Barbarians
Zap Bats Mortar Barbarians
Barbarians Three Musketeers
Bats Barbarians
Zap Arrows Barbarians
Barbarians Three Musketeers
Archers Barbarians Three Musketeers
Barbarians Bats Zap Archers Mortar Three Musketeers
Bats Arrows Zap Archers Barbarians

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 Mortar
Arrows Mortar Zap
Arrows
Arrows Barbarians
Zap Arrows Mortar
Arrows Bats Zap
Archers Arrows Mortar
Arrows Zap
Arrows Zap Mortar
Bats Three Musketeers
Zap Arrows Mortar
Zap Archers Arrows
Mortar Three Musketeers
Arrows Mortar
Zap Arrows Mortar
Zap Arrows Mortar Three Musketeers
Arrows Mortar Three Musketeers
Arrows Mortar Three Musketeers
Bats
Zap Archers Arrows Mortar Three Musketeers
Zap Arrows Mortar
Arrows
Zap Arrows Mortar Barbarians
Zap Arrows Mortar
Arrows Mortar Zap
Zap Arrows Mortar
Zap Arrows Mortar
Bats Zap Archers Arrows
Zap Bats
Zap Arrows Mortar
Zap Arrows
Arrows
Zap Bats Archers Barbarians
Zap Archers Arrows Three Musketeers
Arrows
Three Musketeers
Arrows Zap Mortar
Zap Arrows
Three Musketeers
Zap Bats
Bats Zap
Zap Mortar

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