My Best Clash Royale Deck

Deck Check Rating

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

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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of 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 Musketeer Inferno Tower

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower Goblin Drill

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

Offensive cards

Win conditions

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

Goblin Drill

Damage spells

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

Zap Fireball

Pump responses

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

Fireball Goblin Drill

Dropped at the bridge

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

Electro Spirit Barbarians

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.

Electro Spirit Goblin Drill

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 Drill
Giant Snowball
Bats Barbarians Musketeer Goblin Drill
Zap
Bats Inferno Tower Goblin Drill
Barbarian Barrel
Electro Spirit Barbarians Musketeer Inferno Tower Goblin Drill
The Log
Electro Spirit Barbarians Musketeer Goblin Drill
Earthquake
Barbarians Inferno Tower Goblin Drill
Arrows
Electro Spirit Bats Goblin Drill
Royal Delivery
Electro Spirit Bats Barbarians Musketeer Goblin Drill
Fireball
Barbarians Musketeer Inferno Tower Goblin Drill
Poison
Bats Barbarians Musketeer Inferno Tower Goblin Drill
Lightning
Musketeer Inferno Tower
Rocket
Barbarians Musketeer Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Fireball

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.

Electro Spirit Bats Inferno Tower Goblin Drill

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.

Barbarians Fireball 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Bats Zap Fireball Musketeer Goblin Drill Barbarians Inferno Tower

Shortest cycle

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

9 Electro Spirit Bats Zap Fireball

Attack Synergies 2 6

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.

Electro Spirit
Zap Fireball Goblin Drill
Bats
Zap Goblin Drill
Zap
Fireball Electro Spirit Bats Musketeer
Barbarians
Fireball
Zap Goblin Drill Electro Spirit
Musketeer
Zap
Inferno Tower
Goblin Drill
Fireball Electro Spirit Bats

Defense Synergies 1 16

Electro Spirit
Zap Goblin Drill
Bats
Zap Musketeer Inferno Tower Goblin Drill
Zap
Fireball Electro Spirit Bats Barbarians Musketeer Inferno Tower Goblin Drill
Barbarians
Zap
Fireball
Zap Musketeer Inferno Tower Goblin Drill
Musketeer
Bats Zap Fireball Inferno Tower Goblin Drill
Inferno Tower
Bats Zap Fireball Musketeer Goblin Drill
Goblin Drill
Electro Spirit Bats Zap Fireball Musketeer Inferno Tower

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 Fireball Musketeer Inferno Tower
Barbarians Inferno Tower Bats Zap Musketeer Goblin Drill
Barbarians Inferno Tower Bats Musketeer Goblin Drill
Barbarians Inferno Tower Bats Musketeer Goblin Drill
Barbarians Fireball
Fireball Electro Spirit Bats Zap Musketeer
Bats Musketeer Inferno Tower Electro Spirit Zap Fireball
Electro Spirit Zap Barbarians Fireball Musketeer Inferno Tower
Barbarians Inferno Tower Musketeer Goblin Drill
Barbarians Musketeer Inferno Tower
Bats Barbarians Electro Spirit Zap Fireball Musketeer Goblin Drill
Musketeer Inferno Tower Bats Zap Fireball
Barbarians Inferno Tower Goblin Drill Bats Zap Fireball Musketeer
Fireball Electro Spirit Bats Zap Barbarians Goblin Drill
Barbarians Inferno Tower Goblin Drill
Barbarians Inferno Tower Zap Fireball Goblin Drill
Barbarians Bats Fireball Musketeer Inferno Tower Goblin Drill
Fireball Electro Spirit Bats Zap Barbarians Musketeer Goblin Drill
Zap Goblin Drill Electro Spirit Bats Barbarians Fireball Musketeer
Barbarians Musketeer Inferno Tower Goblin Drill
Electro Spirit Bats Barbarians Fireball Musketeer

Counters to secondary win conditions

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

Barbarians Zap Fireball Inferno Tower
Fireball Zap Musketeer
Barbarians Bats Zap Musketeer Inferno Tower
Bats Zap Barbarians Fireball Musketeer Inferno Tower
Barbarians Inferno Tower Musketeer Goblin Drill
Fireball Electro Spirit Bats Zap Musketeer
Bats Barbarians Fireball Musketeer Inferno Tower
Inferno Tower Barbarians
Zap Electro Spirit Bats Barbarians Fireball Inferno Tower
Inferno Tower Barbarians Musketeer Goblin Drill
Bats Barbarians Musketeer Inferno Tower
Zap Barbarians Fireball
Barbarians Fireball Inferno Tower
Barbarians Fireball Musketeer
Barbarians Inferno Tower Electro Spirit Bats Zap Fireball Musketeer Goblin Drill
Bats Electro Spirit Zap Barbarians Fireball Musketeer Inferno Tower

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 Musketeer Goblin Drill
Fireball Zap Musketeer
Fireball Goblin Drill
Barbarians Fireball Musketeer
Fireball Zap
Fireball Electro Spirit Bats Zap Musketeer
Musketeer
Fireball Zap
Fireball Zap
Bats Fireball Musketeer
Zap Fireball Musketeer
Fireball Zap Musketeer
Fireball Musketeer
Fireball Musketeer
Zap Fireball Musketeer
Zap Fireball Musketeer Goblin Drill
Fireball Musketeer
Fireball
Bats
Zap Fireball Musketeer
Zap Fireball
Fireball Musketeer
Fireball
Musketeer
Zap Barbarians Fireball Musketeer Goblin Drill
Zap Electro Spirit Fireball
Fireball Zap Musketeer
Fireball Zap Musketeer
Fireball Zap Musketeer
Bats Zap Fireball Musketeer
Zap Electro Spirit Bats Fireball Musketeer
Fireball
Zap Fireball Musketeer
Zap Electro Spirit Fireball
Fireball
Zap Electro Spirit Bats Barbarians Fireball Musketeer
Fireball Zap Musketeer
Fireball
Fireball Musketeer
Zap Fireball Musketeer
Zap Fireball
Musketeer
Zap Electro Spirit Bats Fireball Musketeer
Bats Zap Fireball Musketeer
Zap Fireball Musketeer

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