My Best Clash Royale Deck

Deck Check Rating

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

4 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Minion Horde 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 Three Musketeers Golem

Offensive cards

Win conditions

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

Three Musketeers Golem

Damage spells

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

Zap Arrows

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 Barbarians Minion Horde Golem

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.

Golem

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 Golem

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 Minion Horde 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Knight Barbarians Minion Horde Golem Three Musketeers

Shortest cycle

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

10 Bats Zap Arrows Knight

Attack Synergies 4 9

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 Zap Golem
Zap
Arrows Bats Knight Minion Horde Three Musketeers Golem
Arrows
Zap Golem Knight
Knight
Bats Three Musketeers Zap Arrows Minion Horde
Barbarians
Minion Horde
Zap Knight Golem
Three Musketeers
Knight Zap
Golem
Arrows Bats Zap Minion Horde

Defense Synergies 1 11

Bats
Knight Zap
Zap
Bats Arrows Knight Barbarians Minion Horde Three Musketeers
Arrows
Zap Knight Barbarians
Knight
Bats Zap Arrows Minion Horde Three Musketeers
Barbarians
Zap Arrows Minion Horde
Minion Horde
Zap Knight Barbarians
Three Musketeers
Zap Knight
Golem

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.

Zap Knight Minion Horde
Barbarians Minion Horde Bats Zap Knight Three Musketeers
Barbarians Minion Horde Three Musketeers Bats Knight
Barbarians Minion Horde Three Musketeers Bats Knight
Arrows Barbarians
Arrows Bats Zap
Bats Minion Horde Three Musketeers Zap Arrows
Zap Arrows Barbarians
Barbarians Minion Horde Three Musketeers
Knight Barbarians Minion Horde
Bats Barbarians Minion Horde Zap Arrows Knight
Arrows Minion Horde Three Musketeers Bats Zap
Barbarians Minion Horde Bats Zap Knight Three Musketeers
Three Musketeers Bats Zap Arrows Barbarians Minion Horde
Barbarians Knight Minion Horde Three Musketeers
Barbarians Minion Horde Zap Three Musketeers
Barbarians Minion Horde Three Musketeers Bats Arrows Knight
Arrows Bats Zap Knight Barbarians Minion Horde Three Musketeers
Zap Arrows Bats Knight Barbarians
Barbarians Three Musketeers
Bats Arrows Knight Barbarians Minion Horde

Counters to secondary win conditions

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

Knight Barbarians Zap
Zap Arrows Knight
Barbarians Bats Zap Knight Minion Horde
Bats Zap Knight Barbarians Minion Horde
Barbarians Knight Minion Horde Three Musketeers
Arrows Bats Zap Minion Horde Three Musketeers
Bats Knight Barbarians Minion Horde
Knight Barbarians Minion Horde
Zap Minion Horde Bats Knight Barbarians
Barbarians Minion Horde Three Musketeers
Bats Knight Barbarians Minion Horde
Zap Arrows Barbarians
Barbarians Knight Minion Horde Three Musketeers
Barbarians Minion Horde Three Musketeers
Barbarians Bats Zap Knight Minion Horde Three Musketeers
Bats Arrows Zap Barbarians Minion Horde

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 Minion Horde
Arrows Zap
Arrows Minion Horde
Arrows Knight Barbarians
Zap Arrows Minion Horde
Arrows Bats Zap Minion Horde
Arrows Minion Horde
Arrows Zap
Arrows Zap
Bats Minion Horde Three Musketeers
Zap Arrows Knight Minion Horde
Zap Arrows
Knight Three Musketeers
Arrows Minion Horde
Zap Arrows
Zap Arrows Minion Horde Three Musketeers
Arrows Minion Horde Three Musketeers
Arrows Three Musketeers
Bats Minion Horde
Zap Arrows Three Musketeers
Zap Arrows
Minion Horde
Arrows
Zap Arrows Barbarians Minion Horde
Zap Arrows
Minion Horde
Arrows Zap
Zap Arrows
Zap Arrows
Bats Zap Arrows Minion Horde
Zap Bats Minion Horde
Minion Horde
Zap Arrows Minion Horde
Zap Arrows Minion Horde
Minion Horde
Arrows
Zap Minion Horde Bats Barbarians
Zap Arrows Three Musketeers
Arrows
Knight Minion Horde Three Musketeers
Arrows Zap
Zap Arrows
Minion Horde Three Musketeers
Zap Bats Minion Horde
Bats Zap
Zap

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