My Best Clash Royale Deck

Deck Check Rating

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

4 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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Mega Minion Three Musketeers Magic Archer

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.

Skeletons Bats Mega Minion Three Musketeers Magic Archer

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 The Log

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.

Magic Archer

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.

Magic Archer

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
Skeletons Bats Three Musketeers Guards
Giant Snowball
Skeletons Bats Mega Minion Three Musketeers Guards
Zap
Skeletons Bats Three Musketeers Guards
Barbarian Barrel
Skeletons Three Musketeers Guards Magic Archer
The Log
Skeletons Three Musketeers Guards
Earthquake
Skeletons Guards
Arrows
Skeletons Bats Guards
Royal Delivery
Skeletons Bats Mega Minion Three Musketeers Guards Magic Archer
Fireball
Mega Minion Three Musketeers Magic Archer
Poison
Bats Mega Minion Three Musketeers Guards Magic Archer
Lightning
Mega Minion Three Musketeers Magic Archer
Rocket
Three Musketeers Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Magic Archer

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 Mega Minion Guards

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

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.

Skeletons Bats Zap The Log Mega Minion Guards Magic Archer Three Musketeers

Shortest cycle

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

7 Skeletons Bats Zap The Log

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.

Skeletons
Bats
Zap Mega Minion
Zap
Mega Minion Bats Three Musketeers Guards The Log Magic Archer
Mega Minion
Zap Bats
Three Musketeers
Zap Guards The Log
Guards
Zap Three Musketeers The Log
The Log
Zap Three Musketeers Guards Magic Archer
Magic Archer
Zap The Log

Defense Synergies 1 17

Skeletons
Bats Zap Mega Minion The Log Magic Archer
Bats
Skeletons Zap The Log
Zap
Mega Minion Skeletons Bats Three Musketeers Guards The Log Magic Archer
Mega Minion
Zap Skeletons Guards The Log
Three Musketeers
Zap The Log
Guards
Zap Mega Minion The Log Magic Archer
The Log
Skeletons Bats Zap Mega Minion Three Musketeers Guards Magic Archer
Magic Archer
Skeletons Zap Guards 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.

Zap Mega Minion The Log Magic Archer
Skeletons Bats Zap Mega Minion Three Musketeers The Log
Three Musketeers Skeletons Bats Mega Minion
Three Musketeers Skeletons Bats Mega Minion Guards
The Log
The Log Skeletons Bats Zap Mega Minion Guards Magic Archer
Bats Mega Minion Three Musketeers Zap Magic Archer
Zap The Log Magic Archer
Three Musketeers Skeletons
Guards Skeletons
Bats Guards Skeletons Zap Mega Minion The Log Magic Archer
Mega Minion Three Musketeers Bats Zap Magic Archer
Skeletons Bats Zap Three Musketeers Guards The Log
Three Musketeers Bats Zap Mega Minion Guards The Log Magic Archer
Three Musketeers
Zap Three Musketeers The Log
Three Musketeers Skeletons Bats
Bats Zap Mega Minion Three Musketeers Guards The Log Magic Archer
Zap The Log Bats Mega Minion Guards Magic Archer
Three Musketeers
Bats Guards The Log

Counters to secondary win conditions

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

Guards Skeletons Zap
Zap Mega Minion The Log Magic Archer
Guards Skeletons Bats Zap The Log
Guards Bats Zap The Log
Skeletons Three Musketeers Guards
Skeletons Bats Zap Three Musketeers Magic Archer
Guards Skeletons Bats Mega Minion
Zap Skeletons Bats Mega Minion The Log Magic Archer
Skeletons Mega Minion Three Musketeers Guards
Bats Mega Minion Guards
Zap Guards The Log
Skeletons Three Musketeers Guards
Three Musketeers Magic Archer
Guards Skeletons Bats Zap Mega Minion Three Musketeers The Log Magic Archer
Bats Zap Mega Minion The Log Magic Archer

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.)

Magic Archer Guards The Log
Zap The Log Magic Archer
The Log Magic Archer
Guards The Log
Zap The Log Magic Archer
Bats Zap Mega Minion Magic Archer
The Log Magic Archer
The Log Zap Magic Archer
The Log Zap
Bats Three Musketeers Guards
Zap The Log Magic Archer
Zap Magic Archer
Three Musketeers The Log Magic Archer
Magic Archer
Zap The Log Magic Archer
Zap Three Musketeers The Log Magic Archer
Magic Archer Three Musketeers The Log
Three Musketeers
Bats
Zap Mega Minion Three Musketeers The Log Magic Archer
Zap The Log Magic Archer
The Log Magic Archer
The Log
Zap The Log
Zap The Log Magic Archer
Mega Minion
The Log Zap Magic Archer
Zap The Log Magic Archer
Zap The Log Magic Archer
Bats Zap Magic Archer
Zap Bats Mega Minion Guards
Mega Minion
Zap The Log Magic Archer
Zap Magic Archer
The Log Magic Archer
Zap Bats Guards Magic Archer
Zap Mega Minion Three Musketeers Magic Archer
The Log
Mega Minion Three Musketeers Magic Archer
The Log Zap Magic Archer
Zap
Mega Minion Three Musketeers
Zap Bats Guards The Log Magic Archer
Bats Zap Magic Archer
Zap The Log Magic Archer

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