My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Great!
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 Musketeer

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 Musketeer Prince Royal Ghost

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider Prince Royal Ghost

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.

Knight Hog Rider Prince Royal Ghost

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 Royal Ghost

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 Hog Rider Prince
Giant Snowball
Bats Musketeer Hog Rider
Zap
Bats Prince
Barbarian Barrel
Knight Musketeer Royal Ghost
The Log
Musketeer Hog Rider Prince
Earthquake
Hog Rider
Arrows
Bats
Royal Delivery
Bats Knight Musketeer Hog Rider Prince Royal Ghost
Fireball
Musketeer Hog Rider
Poison
Bats Musketeer
Lightning
Knight Musketeer Prince
Rocket
Musketeer Hog Rider Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Royal Ghost

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 Knight Prince Royal Ghost

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 Arrows Knight Royal Ghost Musketeer Hog Rider Prince

Shortest cycle

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

10 Bats The Log Arrows Knight

Attack Synergies 7 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 Hog Rider Prince
Arrows
Hog Rider Knight Prince
Knight
Bats Musketeer Hog Rider Arrows Prince The Log
Musketeer
Knight Hog Rider Prince The Log Royal Ghost
Hog Rider
Bats Arrows Knight Musketeer The Log Prince
Prince
Bats Arrows Knight Musketeer Hog Rider The Log Royal Ghost
The Log
Hog Rider Knight Musketeer Prince
Royal Ghost
Musketeer Prince

Defense Synergies 4 8

Bats
Knight Musketeer Prince The Log
Arrows
Knight Prince
Knight
Bats Musketeer Arrows The Log
Musketeer
Knight The Log Bats Royal Ghost
Hog Rider
Prince
The Log Bats Arrows
The Log
Musketeer Prince Bats Knight Royal Ghost
Royal Ghost
Musketeer 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.

Knight Musketeer The Log
Bats Knight Musketeer Prince The Log
Prince Bats Knight Musketeer
Prince Bats Knight Musketeer
Arrows Prince The Log
Arrows The Log Bats Musketeer Royal Ghost
Bats Musketeer Arrows
Arrows Musketeer The Log
Musketeer Prince
Knight Musketeer Prince Royal Ghost
Bats Arrows Knight Musketeer The Log Royal Ghost
Arrows Musketeer Bats
Prince Bats Knight Musketeer The Log
Bats Arrows Prince The Log Royal Ghost
Knight Prince
Prince The Log
Bats Arrows Knight Musketeer Prince
Arrows Bats Knight Musketeer Prince The Log Royal Ghost
Arrows The Log Bats Knight Musketeer Royal Ghost
Musketeer Prince
Royal Ghost Bats Arrows Knight Musketeer Prince The Log

Counters to secondary win conditions

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

Knight Prince Royal Ghost
Arrows Knight Musketeer Prince The Log Royal Ghost
Bats Knight Musketeer Prince The Log
Prince Bats Knight Musketeer The Log
Knight Musketeer Prince
Arrows Bats Musketeer
Prince Bats Knight Musketeer
Knight Prince
Bats Knight Prince The Log
Musketeer
Bats Knight Musketeer Prince
Arrows Prince The Log
Prince Knight
Musketeer
Bats Knight Musketeer Prince The Log
Bats Arrows Musketeer The Log Royal Ghost

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 Knight Musketeer The Log Royal Ghost
Arrows Musketeer The Log Royal Ghost
Arrows The Log
Arrows Knight Musketeer Prince The Log
Arrows The Log
Arrows Bats Musketeer
Arrows Musketeer The Log
Arrows The Log
Arrows The Log
Bats Musketeer Prince
Arrows Knight Musketeer Prince The Log
Arrows Musketeer
Knight Musketeer The Log
Arrows Musketeer
Arrows Musketeer Prince The Log
Arrows Musketeer The Log
Arrows Musketeer The Log
Arrows
Bats
Arrows Musketeer Prince The Log
Arrows The Log
Musketeer Prince The Log
Arrows
Musketeer Prince The Log
Arrows Musketeer The Log
Arrows The Log
Arrows The Log Musketeer Royal Ghost
Arrows Musketeer Prince The Log
Arrows Musketeer The Log
Bats Arrows Musketeer
Bats Musketeer
Arrows Musketeer The Log
Arrows
Prince
Arrows The Log
Bats Musketeer Prince
Arrows Musketeer
Arrows The Log
Knight Musketeer Prince
Arrows The Log Musketeer
Arrows
Musketeer Prince
Bats Musketeer The Log
Bats Musketeer
Musketeer Prince The Log Royal Ghost

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