My Best Clash Royale Deck

Deck Check Rating

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

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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Three Musketeers Baby Dragon

Defensive buildings

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

Tombstone

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 Tombstone Three Musketeers Baby Dragon

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Fireball The Log

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Barbarians Baby Dragon

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 Three Musketeers
Giant Snowball
Bats Barbarians Tombstone Three Musketeers Baby Dragon
Zap
Bats Tombstone Three Musketeers
Barbarian Barrel
Knight Barbarians Tombstone Three Musketeers
The Log
Barbarians Tombstone Three Musketeers
Earthquake
Barbarians Tombstone
Arrows
Bats Tombstone
Royal Delivery
Bats Knight Barbarians Three Musketeers Baby Dragon
Fireball
Barbarians Tombstone Three Musketeers Baby Dragon
Poison
Bats Barbarians Tombstone Three Musketeers
Lightning
Knight Tombstone Three Musketeers Baby Dragon
Rocket
Barbarians Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon 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.

Bats Knight Tombstone Baby Dragon

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.

Fireball

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 Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Knight Tombstone Fireball Baby Dragon Barbarians Three Musketeers

Shortest cycle

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

10 Bats The Log Knight Tombstone

Attack Synergies 3 6

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 Baby Dragon
Knight
Bats Three Musketeers Baby Dragon Fireball The Log
Barbarians
Tombstone
Fireball
Knight Baby Dragon The Log
Three Musketeers
Knight The Log
Baby Dragon
Knight Bats Fireball
The Log
Knight Fireball Three Musketeers

Defense Synergies 2 10

Bats
Knight Baby Dragon The Log
Knight
Bats Fireball Three Musketeers Baby Dragon The Log
Barbarians
Tombstone
Fireball Baby Dragon
Fireball
The Log Knight Tombstone
Three Musketeers
Knight The Log
Baby Dragon
Bats Knight Tombstone The Log
The Log
Fireball Bats Knight Three Musketeers Baby Dragon

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 Tombstone Fireball Baby Dragon The Log
Barbarians Bats Knight Tombstone Three Musketeers The Log
Barbarians Three Musketeers Bats Knight Tombstone
Barbarians Three Musketeers Bats Knight Tombstone
Barbarians Tombstone Fireball The Log
Fireball The Log Bats Baby Dragon
Bats Three Musketeers Tombstone Fireball Baby Dragon
Barbarians Fireball Baby Dragon The Log
Barbarians Three Musketeers Tombstone
Knight Barbarians
Bats Barbarians Knight Tombstone Fireball Baby Dragon The Log
Three Musketeers Bats Fireball Baby Dragon
Barbarians Tombstone Bats Knight Fireball Three Musketeers The Log
Fireball Three Musketeers Bats Barbarians Tombstone Baby Dragon The Log
Barbarians Knight Tombstone Three Musketeers
Barbarians Fireball Three Musketeers The Log
Barbarians Three Musketeers Bats Knight Tombstone Fireball
Tombstone Fireball Bats Knight Barbarians Three Musketeers Baby Dragon The Log
Baby Dragon The Log Bats Knight Barbarians Tombstone Fireball
Barbarians Three Musketeers
Bats Knight Barbarians Fireball Baby Dragon The Log

Counters to secondary win conditions

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

Knight Barbarians Tombstone Fireball
Fireball Knight Baby Dragon The Log
Barbarians Tombstone Bats Knight The Log
Bats Knight Barbarians Fireball The Log
Barbarians Knight Tombstone Three Musketeers
Fireball Bats Three Musketeers Baby Dragon
Bats Knight Barbarians Tombstone Fireball
Knight Barbarians
Bats Knight Barbarians Tombstone Fireball Baby Dragon The Log
Barbarians Tombstone Three Musketeers
Bats Knight Barbarians Tombstone
Barbarians Fireball The Log
Barbarians Knight Tombstone Fireball Three Musketeers
Barbarians Fireball Three Musketeers Baby Dragon
Barbarians Tombstone Bats Knight Fireball Three Musketeers Baby Dragon The Log
Bats Barbarians Fireball Baby Dragon 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.)

Fireball Knight Baby Dragon The Log
Fireball Baby Dragon The Log
Fireball Baby Dragon The Log
Knight Barbarians Fireball The Log
Fireball Baby Dragon The Log
Fireball Bats Baby Dragon
Baby Dragon The Log
Fireball The Log Baby Dragon
Fireball The Log
Bats Fireball Three Musketeers
Knight Fireball The Log
Fireball Baby Dragon
Knight Fireball Three Musketeers Baby Dragon The Log
Fireball Baby Dragon
Fireball Baby Dragon The Log
Fireball Three Musketeers Baby Dragon The Log
Fireball Three Musketeers Baby Dragon The Log
Fireball Three Musketeers
Bats
Fireball Three Musketeers Baby Dragon The Log
Fireball Baby Dragon The Log
Fireball Baby Dragon The Log
Fireball
The Log
Barbarians Fireball Baby Dragon The Log
The Log Fireball Baby Dragon
Fireball The Log Baby Dragon
Fireball Baby Dragon The Log
Fireball Baby Dragon The Log
Bats Fireball Baby Dragon
Bats Fireball
Fireball
Fireball The Log
Fireball
Fireball The Log
Bats Barbarians Tombstone Fireball
Fireball Three Musketeers Baby Dragon
The Log Fireball
Fireball Knight Three Musketeers Baby Dragon
The Log Fireball Baby Dragon
Fireball
Three Musketeers
Bats Fireball Baby Dragon The Log
Bats Fireball
Fireball Baby Dragon The Log

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