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 Archers Musketeer

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 Musketeer Dark Prince Bandit

Offensive cards

Win conditions

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

Mortar

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.

Mortar Dark Prince Bandit

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 Dark Prince Bandit

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.

Dark Prince Bandit

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 Dark Prince Bandit
Giant Snowball
Bats Archers Musketeer
Zap
Bats Archers Mortar Dark Prince Bandit
Barbarian Barrel
Archers Mortar Musketeer Dark Prince Bandit
The Log
Archers Musketeer Dark Prince Bandit
Earthquake
Archers Mortar
Arrows
Bats Archers
Royal Delivery
Bats Archers Musketeer Dark Prince Bandit
Fireball
Archers Mortar Musketeer Bandit
Poison
Bats Archers Mortar Musketeer
Lightning
Mortar Musketeer Dark Prince Bandit
Rocket
Mortar Musketeer

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Dark Prince 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 Arrows Dark Prince

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.

Bats The Log Archers Arrows Bandit Mortar Musketeer Dark Prince

Shortest cycle

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

10 Bats The Log Archers Arrows

Attack Synergies 0 19

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
Mortar Dark Prince Bandit
Archers
Arrows Mortar Dark Prince Bandit
Arrows
Archers Mortar Dark Prince Bandit
Mortar
Bats Archers Arrows Musketeer Dark Prince The Log Bandit
Musketeer
Mortar Dark Prince The Log Bandit
Dark Prince
Bats Archers Arrows Mortar Musketeer Bandit
The Log
Mortar Musketeer Bandit
Bandit
Bats Archers Arrows Mortar Musketeer Dark Prince The Log

Defense Synergies 1 20

Bats
Mortar Musketeer Dark Prince The Log Bandit
Archers
Mortar Dark Prince The Log Bandit
Arrows
Mortar Dark Prince Bandit
Mortar
Bats Archers Arrows Musketeer The Log Bandit
Musketeer
The Log Bats Mortar Dark Prince Bandit
Dark Prince
Bats Archers Arrows Musketeer The Log Bandit
The Log
Musketeer Bats Archers Mortar Dark Prince Bandit
Bandit
Bats Archers Arrows Mortar Musketeer Dark Prince 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.

Mortar Musketeer The Log
Bats Mortar Musketeer Dark Prince The Log Bandit
Mortar Bats Archers Musketeer Dark Prince Bandit
Bats Mortar Musketeer Dark Prince Bandit
Arrows Dark Prince The Log
Arrows The Log Bats Archers Musketeer Dark Prince Bandit
Bats Musketeer Archers Arrows Mortar
Arrows Musketeer The Log Bandit
Mortar Musketeer
Archers Musketeer Dark Prince Bandit
Bats Archers Arrows Musketeer Dark Prince The Log Bandit
Arrows Musketeer Bats Archers
Mortar Bats Musketeer Dark Prince The Log Bandit
Bats Arrows Mortar Dark Prince The Log
Mortar Bandit
Mortar The Log Bandit
Bats Arrows Mortar Musketeer Dark Prince
Arrows Mortar Bats Archers Musketeer Dark Prince The Log Bandit
Arrows Mortar The Log Bats Archers Musketeer Dark Prince Bandit
Mortar Musketeer
Dark Prince Bats Archers Arrows Musketeer The Log Bandit

Counters to secondary win conditions

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

Archers Dark Prince Bandit
Bandit Archers Arrows Mortar Musketeer The Log
Bandit Bats Musketeer Dark Prince The Log
Dark Prince Bats Musketeer The Log Bandit
Musketeer Dark Prince Bandit
Arrows Bats Archers Musketeer
Dark Prince Bats Archers Musketeer Bandit
Dark Prince
Bats Mortar Dark Prince The Log Bandit
Musketeer
Bats Musketeer Dark Prince
Arrows Dark Prince The Log
Dark Prince Bandit
Archers Musketeer
Bats Archers Mortar Musketeer Dark Prince The Log
Bats Arrows Archers Musketeer Dark Prince 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.)

Arrows Mortar Musketeer The Log Bandit
Arrows Mortar Musketeer The Log Bandit
Arrows The Log Bandit
Arrows Musketeer Dark Prince The Log
Arrows Mortar Dark Prince The Log
Arrows Bats Musketeer
Archers Arrows Mortar Musketeer The Log
Arrows The Log
Arrows The Log Mortar Bandit
Bats Musketeer
Arrows Mortar Musketeer Dark Prince The Log Bandit
Archers Arrows Musketeer
Mortar Musketeer The Log Bandit
Arrows Mortar Musketeer Bandit
Arrows Mortar Musketeer The Log
Arrows Mortar Musketeer The Log Bandit
Arrows Mortar Musketeer The Log Bandit
Arrows Mortar
Bats
Archers Arrows Mortar Musketeer Dark Prince The Log Bandit
Arrows Mortar The Log
Musketeer The Log
Arrows
Musketeer The Log
Arrows Mortar Musketeer The Log
Arrows The Log Mortar Dark Prince
Arrows Mortar The Log Musketeer Bandit
Arrows Mortar Musketeer The Log Bandit
Arrows Mortar Musketeer The Log Bandit
Bats Archers Arrows Musketeer
Bats Musketeer
Arrows Mortar Musketeer The Log Bandit
Arrows
Arrows The Log
Bats Archers Musketeer Dark Prince Bandit
Archers Arrows Musketeer
Arrows The Log
Musketeer Dark Prince
Arrows The Log Mortar Musketeer
Arrows
Musketeer Dark Prince
Bats Musketeer The Log
Bats Musketeer
Mortar Musketeer Dark Prince The Log Bandit

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