My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Three Musketeers Ice Wizard

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 Royal Recruits Giant Three Musketeers Ice Wizard Bandit

Offensive cards

Win conditions

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

Giant Three Musketeers

Damage spells

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

Zap The Log

Punishments

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

Royal Recruits Giant Bandit

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.

Royal Recruits Giant 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

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 Royal Recruits Giant Three Musketeers Bandit
Giant Snowball
Bats Royal Recruits Three Musketeers
Zap
Bats Three Musketeers Bandit
Barbarian Barrel
Royal Recruits Three Musketeers Ice Wizard Bandit
The Log
Royal Recruits Three Musketeers Bandit
Earthquake
Arrows
Bats Royal Recruits
Royal Delivery
Bats Royal Recruits Three Musketeers Ice Wizard Bandit
Fireball
Three Musketeers Ice Wizard Bandit
Poison
Bats Royal Recruits Three Musketeers Ice Wizard
Lightning
Three Musketeers Ice Wizard Bandit
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Royal Recruits Ice Wizard

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.

Three Musketeers Ice Wizard

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap The Log Ice Wizard Bandit Giant Royal Recruits Three Musketeers

Shortest cycle

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

9 Bats Zap The Log Ice Wizard

Attack Synergies 2 17

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
Giant Zap Royal Recruits Bandit
Zap
Giant Bats Royal Recruits Three Musketeers The Log Ice Wizard Bandit
Royal Recruits
Bats Zap Bandit
Giant
Bats Zap Three Musketeers The Log Ice Wizard Bandit
Three Musketeers
Zap Giant The Log Bandit
The Log
Zap Giant Three Musketeers Bandit
Ice Wizard
Zap Giant Bandit
Bandit
Bats Zap Royal Recruits Giant Three Musketeers The Log Ice Wizard

Defense Synergies 0 16

Bats
Zap Royal Recruits The Log Ice Wizard Bandit
Zap
Bats Three Musketeers The Log Ice Wizard Bandit
Royal Recruits
Bats The Log Ice Wizard
Giant
Three Musketeers
Zap The Log Bandit
The Log
Bats Zap Royal Recruits Three Musketeers Ice Wizard Bandit
Ice Wizard
Bats Zap Royal Recruits The Log Bandit
Bandit
Bats Zap Three Musketeers The Log Ice Wizard

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 Royal Recruits The Log
Bats Zap Royal Recruits Three Musketeers The Log Ice Wizard Bandit
Three Musketeers Bats Royal Recruits Ice Wizard Bandit
Royal Recruits Three Musketeers Bats Ice Wizard Bandit
Royal Recruits The Log
The Log Bats Zap Ice Wizard Bandit
Bats Three Musketeers Zap Ice Wizard
Zap Royal Recruits The Log Bandit
Three Musketeers Royal Recruits Ice Wizard
Royal Recruits Ice Wizard Bandit
Bats Ice Wizard Zap Royal Recruits The Log Bandit
Three Musketeers Bats Zap Ice Wizard
Royal Recruits Bats Zap Three Musketeers The Log Ice Wizard Bandit
Three Musketeers Bats Zap Royal Recruits The Log
Royal Recruits Three Musketeers Bandit
Zap Royal Recruits Three Musketeers The Log Bandit
Three Musketeers Bats Royal Recruits
Bats Zap Royal Recruits Three Musketeers The Log Ice Wizard Bandit
Zap The Log Bats Royal Recruits Ice Wizard Bandit
Royal Recruits Three Musketeers
Royal Recruits Bats The Log Bandit

Counters to secondary win conditions

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

Royal Recruits Zap Bandit
Bandit Zap The Log
Royal Recruits Bandit Bats Zap The Log
Royal Recruits Bats Zap The Log Bandit
Royal Recruits Three Musketeers Bandit
Bats Zap Three Musketeers Ice Wizard
Royal Recruits Bats Ice Wizard Bandit
Royal Recruits
Zap Royal Recruits Bats The Log Bandit
Royal Recruits Three Musketeers
Bats Royal Recruits
Royal Recruits Zap The Log
Royal Recruits Three Musketeers Bandit
Royal Recruits Three Musketeers
Royal Recruits Bats Zap Three Musketeers The Log
Bats Zap Royal Recruits The Log Ice Wizard

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.)

Royal Recruits The Log Bandit
Zap The Log Ice Wizard Bandit
The Log Bandit
Royal Recruits The Log
Zap The Log
Bats Zap Ice Wizard
The Log
The Log Zap Ice Wizard
The Log Zap Bandit
Bats Three Musketeers
Zap Royal Recruits The Log Bandit
Zap
Three Musketeers The Log Bandit
Bandit
Zap The Log
Zap Three Musketeers The Log Bandit
Royal Recruits Three Musketeers The Log Bandit
Three Musketeers
Bats
Zap Three Musketeers The Log Bandit
Zap The Log
The Log
The Log
Zap Royal Recruits The Log
Zap The Log Ice Wizard
The Log Zap Ice Wizard Bandit
Zap The Log Bandit
Zap The Log Bandit
Bats Zap Ice Wizard
Zap Bats
Zap The Log Bandit
Zap
The Log
Zap Bats Royal Recruits Bandit
Zap Three Musketeers Ice Wizard
The Log
Three Musketeers
The Log Zap
Zap
Royal Recruits Three Musketeers
Zap Bats Royal Recruits The Log
Bats Zap
Zap Royal Recruits The Log Bandit

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