My Best Clash Royale Deck

Deck Check Rating

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

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 Furnace Witch

Defensive buildings

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

Mortar Furnace

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 Furnace Dark Prince Witch

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows

Punishments

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

Mortar Dark Prince

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 Mortar Dark Prince

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.

Dark Prince

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 Dark Prince
Giant Snowball
Bats Musketeer Furnace Witch
Zap
Bats Mortar Furnace Dark Prince Witch
Barbarian Barrel
Knight Mortar Musketeer Furnace Dark Prince Witch
The Log
Musketeer Furnace Dark Prince Witch
Earthquake
Mortar Furnace Witch
Arrows
Bats Furnace Witch
Royal Delivery
Bats Knight Musketeer Dark Prince Witch
Fireball
Mortar Musketeer Furnace Witch
Poison
Bats Mortar Musketeer Furnace Witch
Lightning
Knight Mortar Musketeer Furnace Dark Prince Witch
Rocket
Mortar Musketeer Furnace Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Furnace Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Furnace Dark Prince

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 Dark Prince

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 Furnace Witch

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Knight Mortar Musketeer Furnace Dark Prince Witch

Shortest cycle

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

12 Bats Arrows Knight Mortar

Attack Synergies 3 12

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 Mortar Dark Prince
Arrows
Knight Mortar Dark Prince
Knight
Bats Mortar Musketeer Arrows Furnace Witch
Mortar
Knight Bats Arrows Musketeer Dark Prince
Musketeer
Knight Mortar Dark Prince
Furnace
Knight Dark Prince
Dark Prince
Bats Arrows Mortar Musketeer Furnace Witch
Witch
Knight Dark Prince

Defense Synergies 2 15

Bats
Knight Mortar Musketeer Dark Prince
Arrows
Knight Mortar Furnace Dark Prince
Knight
Bats Musketeer Arrows Mortar Furnace Witch
Mortar
Bats Arrows Knight Musketeer
Musketeer
Knight Bats Mortar Furnace Dark Prince
Furnace
Arrows Knight Musketeer Dark Prince
Dark Prince
Bats Arrows Musketeer Furnace Witch
Witch
Knight Dark Prince

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 Mortar Musketeer
Bats Knight Mortar Musketeer Furnace Dark Prince Witch
Mortar Furnace Witch Bats Knight Musketeer Dark Prince
Witch Bats Knight Mortar Musketeer Furnace Dark Prince
Arrows Dark Prince
Arrows Bats Musketeer Furnace Dark Prince
Bats Musketeer Furnace Arrows Mortar Witch
Arrows Musketeer
Witch Mortar Musketeer Furnace
Knight Musketeer Dark Prince
Bats Witch Arrows Knight Musketeer Furnace Dark Prince
Arrows Musketeer Bats Furnace Witch
Mortar Furnace Bats Knight Musketeer Dark Prince Witch
Bats Arrows Mortar Furnace Dark Prince Witch
Knight Mortar Furnace
Mortar Furnace
Bats Arrows Knight Mortar Musketeer Furnace Dark Prince Witch
Arrows Mortar Bats Knight Musketeer Furnace Dark Prince Witch
Arrows Mortar Furnace Witch Bats Knight Musketeer Dark Prince
Mortar Musketeer
Dark Prince Bats Arrows Knight Musketeer Furnace Witch

Counters to secondary win conditions

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

Knight Furnace Dark Prince Witch
Arrows Knight Mortar Musketeer
Bats Knight Musketeer Furnace Dark Prince Witch
Dark Prince Bats Knight Musketeer
Knight Musketeer Dark Prince Witch
Arrows Furnace Bats Musketeer Witch
Dark Prince Bats Knight Musketeer Furnace Witch
Knight Dark Prince
Bats Knight Mortar Dark Prince Witch
Witch Musketeer
Bats Knight Musketeer Dark Prince Witch
Arrows Dark Prince
Dark Prince Knight Witch
Musketeer Furnace Witch
Witch Bats Knight Mortar Musketeer Furnace Dark Prince
Bats Arrows Musketeer Dark Prince Witch

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 Mortar Musketeer
Arrows Mortar Musketeer
Arrows
Arrows Knight Musketeer Dark Prince
Arrows Mortar Furnace Dark Prince
Arrows Bats Musketeer Furnace Witch
Arrows Mortar Musketeer Furnace Witch
Arrows
Arrows Mortar
Bats Musketeer
Arrows Knight Mortar Musketeer Dark Prince
Arrows Musketeer
Knight Mortar Musketeer
Arrows Mortar Musketeer
Arrows Mortar Musketeer Furnace
Arrows Mortar Musketeer Furnace Witch
Arrows Mortar Musketeer Furnace
Arrows Mortar
Bats
Arrows Mortar Musketeer Dark Prince
Arrows Mortar Witch
Musketeer
Arrows
Musketeer
Arrows Mortar Musketeer
Arrows Mortar Furnace Dark Prince Witch
Witch
Arrows Mortar Musketeer Witch
Arrows Mortar Musketeer Witch
Arrows Mortar Musketeer
Bats Arrows Musketeer Furnace Witch
Bats Musketeer Witch
Arrows Mortar Musketeer
Arrows
Arrows
Bats Musketeer Dark Prince Witch
Arrows Musketeer Witch
Arrows
Knight Musketeer Dark Prince
Arrows Mortar Musketeer
Arrows
Musketeer Dark Prince
Bats Musketeer Witch
Bats Musketeer Witch
Mortar Musketeer Dark Prince Witch

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