My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Three Musketeers Night Witch

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.

Knight Three Musketeers Bandit Night Witch

Offensive cards

Win conditions

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

Three Musketeers Graveyard

Damage spells

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

Fireball

Punishments

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

Bandit Graveyard

Pump responses

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

Fireball Graveyard

Dropped at the bridge

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

Knight Bandit

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.

Bandit Graveyard

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
Three Musketeers Guards Clone Bandit Night Witch Graveyard
Giant Snowball
Three Musketeers Guards Clone Night Witch Graveyard
Zap
Three Musketeers Guards Clone Bandit Night Witch Graveyard
Barbarian Barrel
Knight Three Musketeers Guards Clone Bandit Night Witch Graveyard
The Log
Three Musketeers Guards Clone Bandit Graveyard
Earthquake
Guards Clone Graveyard
Arrows
Guards Clone Night Witch Graveyard
Royal Delivery
Knight Three Musketeers Guards Clone Bandit Night Witch Graveyard
Fireball
Three Musketeers Clone Bandit Night Witch
Poison
Three Musketeers Guards Clone Night Witch Graveyard
Lightning
Knight Three Musketeers Bandit Night Witch
Rocket
Three Musketeers Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

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.

Knight Guards Clone Night Witch

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 Graveyard

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Guards Clone Bandit Fireball Night Witch Graveyard Three Musketeers

Shortest cycle

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

12 Knight Guards Clone Bandit

Attack Synergies 4 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.

Knight
Three Musketeers Graveyard Fireball Night Witch
Fireball
Graveyard Knight
Three Musketeers
Knight Guards Clone Bandit Graveyard
Guards
Three Musketeers Clone Bandit Graveyard
Clone
Night Witch Three Musketeers Guards
Bandit
Three Musketeers Guards Graveyard
Night Witch
Clone Knight Graveyard
Graveyard
Knight Fireball Three Musketeers Guards Bandit Night Witch

Defense Synergies 0 5

Knight
Fireball Three Musketeers Night Witch
Fireball
Knight Bandit
Three Musketeers
Knight Bandit
Guards
Clone
Bandit
Fireball Three Musketeers
Night Witch
Knight
Graveyard

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
Knight Three Musketeers Bandit Night Witch
Three Musketeers Knight Bandit Night Witch
Three Musketeers Night Witch Knight Guards Bandit
Fireball
Fireball Guards Bandit Night Witch
Three Musketeers Fireball Night Witch
Fireball Bandit
Three Musketeers Night Witch
Knight Guards Bandit Night Witch
Guards Knight Fireball Bandit Night Witch
Three Musketeers Fireball Night Witch
Night Witch Knight Fireball Three Musketeers Guards Bandit
Fireball Three Musketeers Guards Night Witch
Knight Three Musketeers Bandit
Fireball Three Musketeers Bandit
Three Musketeers Knight Fireball Night Witch
Fireball Knight Three Musketeers Guards Bandit Night Witch
Knight Fireball Guards Bandit
Three Musketeers
Knight Fireball Guards Bandit Night Witch

Counters to secondary win conditions

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

Knight Guards Fireball Bandit
Fireball Bandit Knight
Guards Bandit Knight
Guards Knight Fireball Bandit Night Witch
Knight Three Musketeers Guards Bandit Night Witch
Fireball Three Musketeers
Guards Knight Fireball Bandit Night Witch
Knight
Knight Fireball Bandit
Three Musketeers Guards
Knight Guards
Fireball Guards
Knight Fireball Three Musketeers Guards Bandit Night Witch
Fireball Three Musketeers
Guards Knight Fireball Three Musketeers Night Witch
Fireball

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 Guards Bandit
Fireball Bandit
Fireball Bandit
Knight Fireball Guards
Fireball
Fireball
Fireball
Fireball Bandit
Fireball Three Musketeers Guards Night Witch
Knight Fireball Bandit
Fireball
Knight Fireball Three Musketeers Bandit
Fireball Bandit
Fireball
Fireball Three Musketeers Bandit
Fireball Three Musketeers Bandit
Fireball Three Musketeers
Night Witch
Fireball Three Musketeers Bandit
Fireball
Fireball Night Witch
Fireball
Fireball
Fireball
Fireball Bandit
Fireball Bandit
Fireball Bandit
Fireball Night Witch
Fireball Guards
Fireball Night Witch
Fireball Bandit Night Witch
Fireball
Fireball
Fireball Guards Bandit Night Witch
Fireball Three Musketeers
Fireball
Fireball Knight Three Musketeers
Fireball
Fireball
Three Musketeers
Fireball Guards
Fireball
Fireball Bandit

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