My Best Clash Royale Deck

Deck Check Rating

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

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.

Three Musketeers Inferno Dragon

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.

Three Musketeers Bowler Bandit Inferno Dragon

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.

Zap Tornado The Log

Punishments

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

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.

Heal Spirit 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
Three Musketeers Bandit Inferno Dragon
Giant Snowball
Three Musketeers Inferno Dragon
Zap
Three Musketeers Bandit Inferno Dragon
Barbarian Barrel
Heal Spirit Three Musketeers Bandit
The Log
Heal Spirit Three Musketeers Bandit
Earthquake
Arrows
Heal Spirit
Royal Delivery
Heal Spirit Three Musketeers Bowler Bandit Inferno Dragon
Fireball
Three Musketeers Bowler Bandit Inferno Dragon
Poison
Three Musketeers
Lightning
Three Musketeers Bowler Bandit Inferno Dragon
Rocket
Three Musketeers Bowler Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Bowler The Log

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.

Heal Spirit Tornado Bowler Inferno Dragon

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.

Heal Spirit 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.

Heal Spirit Zap The Log Tornado Bandit Inferno Dragon Bowler Three Musketeers

Shortest cycle

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

8 Heal Spirit Zap The Log Tornado

Attack Synergies 1 16

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.

Zap
Tornado Heal Spirit Three Musketeers Bowler The Log Bandit
Heal Spirit
Zap Three Musketeers Bowler Bandit Inferno Dragon
Three Musketeers
Zap Heal Spirit Tornado The Log Bandit
Tornado
Zap Three Musketeers Bowler The Log
Bowler
Zap Heal Spirit Tornado The Log
The Log
Zap Three Musketeers Tornado Bowler Bandit
Bandit
Zap Heal Spirit Three Musketeers The Log
Inferno Dragon
Heal Spirit

Defense Synergies 2 14

Zap
Three Musketeers Tornado Bowler The Log Bandit Inferno Dragon
Heal Spirit
Three Musketeers
Zap Tornado The Log Bandit
Tornado
Bowler Zap Three Musketeers The Log Inferno Dragon
Bowler
Tornado The Log Zap Bandit
The Log
Bowler Zap Three Musketeers Tornado Bandit Inferno Dragon
Bandit
Zap Three Musketeers Bowler The Log
Inferno Dragon
Zap Tornado The Log

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.

Bowler Zap The Log
Inferno Dragon Zap Three Musketeers The Log Bandit
Three Musketeers Tornado Bowler Bandit Inferno Dragon
Three Musketeers Inferno Dragon Bowler Bandit
Tornado Bowler The Log
Tornado Bowler The Log Zap Bandit
Three Musketeers Tornado Inferno Dragon Zap
Bowler Zap The Log Bandit
Three Musketeers Inferno Dragon Tornado
Tornado Bowler Bandit
Zap Tornado Bowler The Log Bandit
Three Musketeers Inferno Dragon Zap Tornado
Bowler Zap Three Musketeers The Log Bandit
Three Musketeers Bowler Zap Tornado The Log
Inferno Dragon Three Musketeers Bandit
Tornado Zap Three Musketeers Bowler The Log Bandit Inferno Dragon
Three Musketeers Tornado Bowler
Zap Three Musketeers Tornado Bowler The Log Bandit
Zap Tornado The Log Bowler Bandit Inferno Dragon
Three Musketeers Tornado Inferno Dragon
Bowler The Log Bandit

Counters to secondary win conditions

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

Zap Bowler Bandit
Bandit Zap Bowler The Log Inferno Dragon
Bandit Zap Bowler The Log
Bowler Zap Tornado The Log Bandit
Three Musketeers Bowler Bandit Inferno Dragon
Zap Three Musketeers Tornado
Bowler Bandit
Inferno Dragon
Zap Tornado The Log Bandit Inferno Dragon
Three Musketeers Inferno Dragon
Inferno Dragon Bowler
Zap Tornado Bowler The Log
Bowler Three Musketeers Bandit
Three Musketeers Bowler
Zap Three Musketeers Tornado Bowler The Log Inferno Dragon
Bowler Zap The Log Inferno Dragon

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 Bandit
Zap Tornado Bowler The Log Bandit
The Log Bandit
The Log
Zap Bowler The Log
Zap Tornado
Tornado Bowler The Log
The Log Zap Tornado Bowler
The Log Zap Tornado Bandit
Three Musketeers Tornado Bowler
Zap Tornado Bowler The Log Bandit
Zap Tornado
Three Musketeers Bowler The Log Bandit
Bandit
Zap The Log
Zap Three Musketeers Bowler The Log Bandit
Three Musketeers Bowler The Log Bandit
Three Musketeers Tornado
Zap Three Musketeers Bowler The Log Bandit
Zap Tornado Bowler The Log
Bowler The Log
Tornado
Tornado Bowler The Log
Zap The Log
Zap Tornado The Log Bowler
Inferno Dragon
The Log Zap Tornado Bowler Bandit
Zap Tornado Bowler The Log Bandit
Zap Tornado The Log Bandit
Zap Tornado
Zap
Bowler
Zap The Log Bandit
Zap
Bowler The Log
Zap Bandit
Zap Three Musketeers Tornado
The Log
Three Musketeers Bowler
The Log Zap Bowler
Zap Tornado
Three Musketeers
Zap Tornado Bowler The Log
Zap Tornado
Zap Tornado Bowler The Log Bandit

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