My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Great!
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 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 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 Royal Recruits Elixir Collector Three Musketeers Mega Knight

Offensive cards

Win conditions

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

Three Musketeers

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.

Royal Recruits Mega Knight

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Goblins Royal Recruits Mega Knight

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 Royal Recruits Three Musketeers
Giant Snowball
Goblins Bats Archers Royal Recruits Three Musketeers
Zap
Goblins Bats Archers Three Musketeers
Barbarian Barrel
Goblins Archers Royal Recruits Three Musketeers
The Log
Goblins Archers Royal Recruits Three Musketeers
Earthquake
Archers Elixir Collector
Arrows
Goblins Bats Archers Royal Recruits
Royal Delivery
Goblins Bats Archers Royal Recruits Three Musketeers
Fireball
Archers Elixir Collector Three Musketeers
Poison
Bats Archers Royal Recruits Elixir Collector Three Musketeers
Lightning
Elixir Collector Three Musketeers
Rocket
Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mega Knight

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 Royal Recruits Elixir Collector Mega Knight

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.

Goblins 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.

Goblins Bats Archers Arrows Elixir Collector Royal Recruits Mega Knight Three Musketeers

Shortest cycle

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

10 Goblins Bats Archers Arrows

Attack Synergies 1 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.

Goblins
Archers
Bats
Mega Knight Royal Recruits
Archers
Goblins Arrows Royal Recruits Mega Knight
Arrows
Archers Mega Knight
Royal Recruits
Bats Archers
Elixir Collector
Three Musketeers
Mega Knight
Bats Archers Arrows

Defense Synergies 1 5

Goblins
Archers
Bats
Royal Recruits Mega Knight
Archers
Goblins Royal Recruits Mega Knight
Arrows
Mega Knight
Royal Recruits
Bats Archers
Elixir Collector
Three Musketeers
Mega Knight
Arrows Bats Archers

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.

Royal Recruits
Goblins Bats Royal Recruits Three Musketeers Mega Knight
Three Musketeers Mega Knight Goblins Bats Archers Royal Recruits
Royal Recruits Three Musketeers Goblins Bats Mega Knight
Arrows Royal Recruits Mega Knight
Arrows Goblins Bats Archers Mega Knight
Bats Three Musketeers Archers Arrows
Arrows Royal Recruits Mega Knight
Three Musketeers Goblins Royal Recruits
Goblins Archers Royal Recruits Mega Knight
Goblins Bats Archers Arrows Royal Recruits Mega Knight
Arrows Three Musketeers Bats Archers
Royal Recruits Mega Knight Bats Three Musketeers
Three Musketeers Mega Knight Goblins Bats Arrows Royal Recruits
Royal Recruits Three Musketeers Mega Knight
Royal Recruits Three Musketeers Mega Knight
Three Musketeers Mega Knight Goblins Bats Arrows Royal Recruits
Arrows Mega Knight Goblins Bats Archers Royal Recruits Three Musketeers
Arrows Bats Archers Royal Recruits Mega Knight
Royal Recruits Three Musketeers
Royal Recruits Mega Knight Goblins Bats Archers Arrows

Counters to secondary win conditions

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

Royal Recruits Mega Knight Goblins Archers
Archers Arrows Mega Knight
Royal Recruits Mega Knight Goblins Bats
Royal Recruits Mega Knight Bats
Royal Recruits Three Musketeers Mega Knight
Arrows Bats Archers Three Musketeers
Royal Recruits Goblins Bats Archers
Mega Knight Royal Recruits
Royal Recruits Mega Knight Goblins Bats
Royal Recruits Three Musketeers
Mega Knight Bats Royal Recruits
Royal Recruits Mega Knight Arrows
Royal Recruits Mega Knight Three Musketeers
Royal Recruits Archers Three Musketeers Mega Knight
Royal Recruits Goblins Bats Archers Three Musketeers
Bats Arrows Mega Knight Archers Royal Recruits
Arrows

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 Royal Recruits
Arrows
Arrows
Arrows Royal Recruits
Arrows Mega Knight
Arrows Bats
Archers Arrows
Arrows
Arrows
Goblins Bats Three Musketeers
Arrows Royal Recruits
Archers Arrows
Three Musketeers
Arrows
Arrows
Arrows Three Musketeers
Arrows Royal Recruits Three Musketeers Mega Knight
Arrows Three Musketeers
Bats
Archers Arrows Three Musketeers Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows Royal Recruits
Arrows Mega Knight
Arrows
Arrows Mega Knight
Arrows
Bats Archers Arrows
Bats
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Bats Archers Royal Recruits
Archers Arrows Three Musketeers
Arrows
Three Musketeers Mega Knight
Arrows
Arrows
Royal Recruits Three Musketeers Mega Knight
Bats Royal Recruits
Bats
Royal Recruits Mega Knight

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