My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers 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 Archers Giant Three Musketeers

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.

Elite Barbarians Giant

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.

Barbarians Elite Barbarians Giant

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.

Elite Barbarians

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 Archers Elite Barbarians Giant Three Musketeers
Giant Snowball
Bats Archers Barbarians Three Musketeers
Zap
Bats Archers Three Musketeers
Barbarian Barrel
Archers Barbarians Elite Barbarians Three Musketeers
The Log
Archers Barbarians Elite Barbarians Three Musketeers
Earthquake
Archers Barbarians
Arrows
Bats Archers
Royal Delivery
Bats Archers Barbarians Elite Barbarians Three Musketeers
Fireball
Archers Barbarians Elite Barbarians Three Musketeers
Poison
Bats Archers Barbarians Three Musketeers
Lightning
Elite Barbarians Three Musketeers
Rocket
Barbarians Elite Barbarians Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log

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

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.

Elite Barbarians

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 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.

Great!

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 Archers Barbarians Giant Elite Barbarians Three Musketeers

Shortest cycle

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

9 Bats Zap The Log Archers

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
Giant Zap Elite Barbarians
Zap
Elite Barbarians Giant Bats Archers Three Musketeers The Log
Archers
Zap Elite Barbarians Giant
Barbarians
Elite Barbarians
Zap Bats Archers Three Musketeers The Log
Giant
Bats Zap Archers Three Musketeers The Log
Three Musketeers
Zap Elite Barbarians Giant The Log
The Log
Zap Elite Barbarians Giant Three Musketeers

Defense Synergies 0 10

Bats
Zap The Log
Zap
Bats Archers Barbarians Elite Barbarians Three Musketeers The Log
Archers
Zap The Log
Barbarians
Zap
Elite Barbarians
Zap The Log
Giant
Three Musketeers
Zap The Log
The Log
Bats Zap Archers Elite Barbarians Three Musketeers

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 The Log
Barbarians Elite Barbarians Bats Zap Three Musketeers The Log
Barbarians Three Musketeers Bats Archers Elite Barbarians
Barbarians Elite Barbarians Three Musketeers Bats
Barbarians Elite Barbarians The Log
The Log Bats Zap Archers
Bats Three Musketeers Zap Archers
Zap Barbarians The Log
Barbarians Three Musketeers Elite Barbarians
Elite Barbarians Archers Barbarians
Bats Archers Barbarians Zap The Log
Three Musketeers Bats Zap Archers
Barbarians Bats Zap Elite Barbarians Three Musketeers The Log
Three Musketeers Bats Zap Barbarians The Log
Barbarians Elite Barbarians Three Musketeers
Barbarians Zap Elite Barbarians Three Musketeers The Log
Barbarians Three Musketeers Bats Elite Barbarians
Bats Zap Archers Barbarians Elite Barbarians Three Musketeers The Log
Zap The Log Bats Archers Barbarians
Barbarians Elite Barbarians Three Musketeers
Bats Archers Barbarians Elite Barbarians The Log

Counters to secondary win conditions

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

Barbarians Zap Archers Elite Barbarians
Zap Archers Elite Barbarians The Log
Barbarians Bats Zap Elite Barbarians The Log
Bats Zap Barbarians Elite Barbarians The Log
Barbarians Elite Barbarians Three Musketeers
Bats Zap Archers Three Musketeers
Bats Archers Barbarians Elite Barbarians
Barbarians Elite Barbarians
Zap Bats Barbarians Elite Barbarians The Log
Barbarians Three Musketeers
Bats Barbarians Elite Barbarians
Zap Barbarians Elite Barbarians The Log
Barbarians Elite Barbarians Three Musketeers
Archers Barbarians Three Musketeers
Barbarians Elite Barbarians Bats Zap Archers Three Musketeers The Log
Bats Zap Archers Barbarians Elite Barbarians The Log

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.)

The Log
Zap The Log
The Log
Barbarians The Log
Zap The Log
Bats Zap
Archers The Log
The Log Zap
The Log Zap
Bats Elite Barbarians Three Musketeers
Zap The Log
Zap Archers
Elite Barbarians Three Musketeers The Log
Zap Elite Barbarians The Log
Zap Three Musketeers The Log
Three Musketeers The Log
Three Musketeers
Bats
Zap Archers Three Musketeers The Log
Zap The Log
The Log
The Log
Zap Barbarians The Log
Zap The Log
The Log Zap
Zap The Log
Zap The Log
Elite Barbarians Bats Zap Archers
Zap Bats
Elite Barbarians
Zap The Log
Zap
The Log
Zap Bats Archers Barbarians
Zap Archers Three Musketeers
The Log
Three Musketeers
The Log Zap
Zap
Elite Barbarians Three Musketeers
Zap Bats Elite Barbarians The Log
Bats Zap
Zap The Log

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