My Best Clash Royale Deck

Deck Check Rating

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

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 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 Musketeer Ice Wizard

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.

Bats Musketeer Prince Ice Wizard Fisherman

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Arrows

Punishments

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

Goblin Barrel Prince

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Prince

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.

Goblin Barrel

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 Goblin Barrel Guards Prince Fisherman
Giant Snowball
Bats Musketeer Goblin Barrel Guards Fisherman
Zap
Bats Goblin Barrel Guards Prince Fisherman
Barbarian Barrel
Musketeer Goblin Barrel Guards Ice Wizard
The Log
Musketeer Goblin Barrel Guards Prince Fisherman
Earthquake
Goblin Barrel Guards
Arrows
Bats Goblin Barrel Guards
Royal Delivery
Bats Musketeer Goblin Barrel Guards Prince Ice Wizard Fisherman
Fireball
Musketeer Goblin Barrel Ice Wizard Fisherman
Poison
Bats Musketeer Guards Ice Wizard Fisherman
Lightning
Musketeer Prince Ice Wizard Fisherman
Rocket
Musketeer Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Guards Prince Ice Wizard

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.

Goblin Barrel

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 Goblin Barrel Ice Wizard

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Goblin Barrel Guards Ice Wizard Fisherman Musketeer Prince

Shortest cycle

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

11 Bats Arrows Goblin Barrel Guards

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.

Bats
Goblin Barrel Prince Fisherman
Arrows
Goblin Barrel Prince
Musketeer
Prince Fisherman
Goblin Barrel
Prince Bats Arrows Guards Ice Wizard
Guards
Goblin Barrel
Prince
Goblin Barrel Bats Arrows Musketeer Ice Wizard
Ice Wizard
Goblin Barrel Prince Fisherman
Fisherman
Bats Musketeer Ice Wizard

Defense Synergies 2 12

Bats
Musketeer Prince Ice Wizard Fisherman
Arrows
Prince Ice Wizard
Musketeer
Guards Bats Fisherman
Goblin Barrel
Guards
Musketeer Fisherman Prince Ice Wizard
Prince
Bats Arrows Guards Ice Wizard Fisherman
Ice Wizard
Bats Arrows Guards Prince Fisherman
Fisherman
Guards Bats Musketeer Prince Ice Wizard

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.

Musketeer
Bats Musketeer Prince Ice Wizard Fisherman
Prince Fisherman Bats Musketeer Ice Wizard
Prince Bats Musketeer Guards Ice Wizard Fisherman
Arrows Prince
Arrows Bats Musketeer Guards Ice Wizard
Bats Musketeer Arrows Ice Wizard
Arrows Musketeer
Musketeer Prince Ice Wizard Fisherman
Guards Musketeer Prince Ice Wizard Fisherman
Bats Guards Ice Wizard Arrows Musketeer Fisherman
Arrows Musketeer Bats Ice Wizard
Prince Bats Musketeer Guards Ice Wizard
Bats Arrows Guards Prince
Prince
Prince Fisherman
Bats Arrows Musketeer Prince Fisherman
Arrows Bats Musketeer Guards Prince Ice Wizard Fisherman
Arrows Bats Musketeer Guards Ice Wizard Fisherman
Musketeer Prince Fisherman
Bats Arrows Musketeer Guards Prince Fisherman

Counters to secondary win conditions

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

Guards Prince Fisherman
Arrows Musketeer Prince Fisherman
Guards Bats Musketeer Prince Fisherman
Guards Prince Bats Musketeer Fisherman
Musketeer Guards Prince Fisherman
Arrows Bats Musketeer Ice Wizard
Guards Prince Bats Musketeer Ice Wizard
Prince Fisherman
Bats Prince
Musketeer Guards
Bats Musketeer Guards Prince
Arrows Guards Prince
Prince Guards
Musketeer
Guards Bats Musketeer Prince Fisherman
Bats Arrows Musketeer Ice Wizard

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 Musketeer Guards
Arrows Musketeer Ice Wizard Fisherman
Arrows
Arrows Musketeer Guards Prince
Arrows
Arrows Bats Musketeer Ice Wizard
Arrows Musketeer
Arrows Ice Wizard
Arrows Fisherman
Bats Musketeer Guards Prince Fisherman
Arrows Musketeer Prince Fisherman
Arrows Musketeer
Musketeer Fisherman
Arrows Musketeer Fisherman
Arrows Musketeer Prince Fisherman
Arrows Musketeer
Arrows Musketeer
Arrows
Bats Fisherman
Arrows Musketeer Prince Fisherman
Arrows
Musketeer Prince
Arrows
Musketeer Prince Fisherman
Arrows Musketeer
Arrows Ice Wizard
Fisherman
Arrows Musketeer Ice Wizard Fisherman
Arrows Musketeer Prince Fisherman
Arrows Musketeer Fisherman
Bats Arrows Musketeer Ice Wizard
Bats Musketeer Guards
Arrows Musketeer
Arrows
Prince
Arrows
Bats Musketeer Guards Prince
Arrows Musketeer Ice Wizard
Arrows
Musketeer Prince
Arrows Musketeer
Arrows
Musketeer Prince
Bats Musketeer Guards
Bats Musketeer
Musketeer Prince

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