My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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.

Musketeer Wizard

Defensive buildings

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

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Musketeer Wizard

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball Freeze The Log

Punishments

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

Elite Barbarians

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Elite Barbarians

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
Elite Barbarians
Giant Snowball
Cannon Musketeer
Zap
Cannon
Barbarian Barrel
Knight Cannon Elite Barbarians Musketeer Wizard
The Log
Cannon Elite Barbarians Musketeer
Earthquake
Cannon
Arrows
Royal Delivery
Knight Elite Barbarians Musketeer Wizard
Fireball
Cannon Elite Barbarians Musketeer Wizard
Poison
Cannon Musketeer Wizard
Lightning
Knight Cannon Elite Barbarians Musketeer Wizard
Rocket
Elite Barbarians Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Freeze 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.

Knight Freeze

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 Fireball

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.

Fireball Musketeer 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Knight Cannon Fireball Musketeer Freeze Wizard Elite Barbarians

Shortest cycle

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

12 The Log Knight Cannon Fireball

Attack Synergies 1 10

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.

Knight
Musketeer Elite Barbarians Fireball Wizard The Log
Cannon
Elite Barbarians
Knight Fireball Wizard The Log
Fireball
Knight Elite Barbarians Freeze The Log
Musketeer
Knight The Log
Wizard
Knight Elite Barbarians
Freeze
Fireball
The Log
Knight Elite Barbarians Fireball Musketeer

Defense Synergies 6 11

Knight
Cannon Musketeer Fireball Wizard The Log
Cannon
Knight Musketeer The Log Fireball Wizard
Elite Barbarians
Wizard The Log
Fireball
The Log Knight Cannon Musketeer Freeze
Musketeer
Knight Cannon The Log Fireball
Wizard
Knight Cannon Elite Barbarians Freeze The Log
Freeze
Fireball Wizard
The Log
Cannon Fireball Musketeer Knight Elite Barbarians 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.

Knight Cannon Fireball Musketeer Wizard The Log
Elite Barbarians Knight Cannon Musketeer The Log
Cannon Knight Elite Barbarians Musketeer Freeze
Cannon Elite Barbarians Knight Musketeer
Elite Barbarians Fireball The Log
Fireball Freeze The Log Cannon Musketeer
Musketeer Cannon Fireball Wizard Freeze
Cannon Fireball Musketeer The Log
Cannon Elite Barbarians Musketeer
Knight Elite Barbarians Cannon Musketeer
Knight Cannon Fireball Musketeer Wizard Freeze The Log
Musketeer Fireball Wizard
Cannon Knight Elite Barbarians Fireball Musketeer Wizard Freeze The Log
Fireball Wizard Cannon Freeze The Log
Elite Barbarians Knight Cannon
Cannon Elite Barbarians Fireball Freeze The Log
Wizard Knight Cannon Elite Barbarians Fireball Musketeer
Cannon Fireball Knight Elite Barbarians Musketeer Wizard The Log
Wizard Freeze The Log Knight Cannon Fireball Musketeer
Cannon Elite Barbarians Musketeer
Wizard Knight Cannon Elite Barbarians Fireball Musketeer The Log

Counters to secondary win conditions

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

Knight Elite Barbarians Fireball
Fireball Knight Elite Barbarians Musketeer Wizard The Log
Knight Elite Barbarians Musketeer The Log
Knight Elite Barbarians Fireball Musketeer The Log
Knight Cannon Elite Barbarians Musketeer
Fireball Wizard Musketeer Freeze
Knight Elite Barbarians Fireball Musketeer
Knight Elite Barbarians
Freeze Knight Elite Barbarians Fireball The Log
Cannon Musketeer
Knight Elite Barbarians Musketeer
Elite Barbarians Fireball The Log
Elite Barbarians Knight Cannon Fireball Wizard
Wizard Cannon Fireball Musketeer
Elite Barbarians Knight Fireball Musketeer Freeze The Log
Cannon Elite Barbarians Fireball Musketeer Wizard Freeze 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.)

Fireball Knight Musketeer Freeze The Log
Fireball Musketeer The Log
Fireball The Log
Knight Fireball Musketeer Freeze The Log
Fireball Wizard The Log
Fireball Wizard Musketeer Freeze
Musketeer Wizard The Log
Fireball The Log Wizard Freeze
Fireball The Log Wizard
Elite Barbarians Fireball Musketeer
Knight Fireball Musketeer Wizard The Log
Fireball Musketeer Wizard
Knight Elite Barbarians Fireball Musketeer The Log
Fireball Musketeer Freeze
Elite Barbarians Fireball Musketeer The Log
Fireball Musketeer Wizard The Log
Fireball Musketeer Wizard The Log
Fireball Freeze
Fireball Musketeer Wizard The Log
Fireball Wizard The Log
Fireball Musketeer The Log
Fireball Wizard
Musketeer The Log
Fireball Musketeer The Log
Freeze The Log Fireball Wizard
Fireball The Log Musketeer Wizard
Fireball Musketeer Wizard The Log
Fireball Musketeer The Log
Elite Barbarians Fireball Musketeer Wizard
Fireball Musketeer Wizard Freeze
Elite Barbarians Fireball
Fireball Musketeer Wizard The Log
Fireball Freeze
Fireball Wizard The Log
Fireball Musketeer Freeze
Fireball Musketeer Wizard
Freeze
The Log Fireball
Fireball Knight Musketeer Wizard
The Log Fireball Musketeer Wizard
Fireball
Elite Barbarians Musketeer
Elite Barbarians Fireball Musketeer Freeze The Log
Fireball Musketeer
Fireball Musketeer Freeze The Log

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