My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Three Musketeers

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 Knight Elixir Collector Three Musketeers

Offensive cards

Win conditions

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

Royal Hogs Three Musketeers

Damage spells

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

Fireball The Log

Punishments

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

Royal Hogs

Pump responses

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

Fireball Elixir Collector

Dropped at the bridge

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

Knight Heal Spirit Royal Hogs

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 Hogs

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 Royal Hogs Three Musketeers
Giant Snowball
Bats Royal Hogs Three Musketeers
Zap
Bats Royal Hogs Three Musketeers
Barbarian Barrel
Knight Heal Spirit Royal Hogs Three Musketeers
The Log
Heal Spirit Royal Hogs Three Musketeers
Earthquake
Royal Hogs Elixir Collector
Arrows
Bats Heal Spirit Royal Hogs
Royal Delivery
Bats Knight Heal Spirit Royal Hogs Three Musketeers
Fireball
Royal Hogs Elixir Collector Three Musketeers
Poison
Bats Royal Hogs Elixir Collector Three Musketeers
Lightning
Knight Elixir Collector Three Musketeers
Rocket
Royal Hogs Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log

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 Knight Heal Spirit Elixir Collector

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.

Heal Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Bats The Log Knight Fireball Royal Hogs Elixir Collector Three Musketeers

Shortest cycle

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

8 Heal Spirit Bats The Log Knight

Attack Synergies 3 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
Knight Royal Hogs
Knight
Bats Three Musketeers Heal Spirit Fireball Royal Hogs The Log
Heal Spirit
Royal Hogs Knight Three Musketeers
Fireball
Knight Royal Hogs The Log
Royal Hogs
Heal Spirit Bats Knight Fireball Three Musketeers The Log
Elixir Collector
Three Musketeers
Knight Heal Spirit Royal Hogs The Log
The Log
Knight Fireball Royal Hogs Three Musketeers

Defense Synergies 2 5

Bats
Knight The Log
Knight
Bats Fireball Three Musketeers The Log
Heal Spirit
Fireball
The Log Knight
Royal Hogs
Elixir Collector
Three Musketeers
Knight The Log
The Log
Fireball Bats Knight Three Musketeers

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 Fireball The Log
Bats Knight Three Musketeers The Log
Three Musketeers Bats Knight
Three Musketeers Bats Knight
Fireball The Log
Fireball The Log Bats
Bats Three Musketeers Fireball
Fireball The Log
Three Musketeers
Knight
Bats Knight Fireball The Log
Three Musketeers Bats Fireball
Bats Knight Fireball Three Musketeers The Log
Fireball Three Musketeers Bats The Log
Knight Three Musketeers
Fireball Three Musketeers The Log
Three Musketeers Bats Knight Fireball
Fireball Bats Knight Three Musketeers The Log
The Log Bats Knight Fireball
Three Musketeers
Bats Knight Fireball The Log

Counters to secondary win conditions

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

Knight Fireball
Fireball Knight The Log
Bats Knight The Log
Bats Knight Fireball The Log
Knight Three Musketeers
Fireball Bats Three Musketeers
Bats Knight Fireball
Knight
Bats Knight Fireball The Log
Three Musketeers
Bats Knight
Fireball The Log
Knight Fireball Three Musketeers
Fireball Three Musketeers
Bats Knight Fireball Three Musketeers The Log
Bats Fireball 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 The Log
Fireball The Log
Fireball The Log
Knight Fireball The Log
Fireball The Log
Fireball Bats
The Log
Fireball The Log
Fireball The Log
Bats Fireball Three Musketeers
Knight Fireball The Log
Fireball
Knight Fireball Three Musketeers The Log
Fireball
Fireball The Log
Fireball Three Musketeers The Log
Fireball Three Musketeers The Log
Fireball Three Musketeers
Bats
Fireball Three Musketeers The Log
Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Bats Fireball
Bats Fireball
Fireball
Fireball The Log
Fireball
Fireball The Log
Bats Fireball
Fireball Three Musketeers
The Log Fireball
Fireball Knight Three Musketeers
The Log Fireball
Fireball
Three Musketeers
Bats Fireball The Log
Bats Fireball
Fireball The Log

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