My Best Clash Royale Deck

Deck Check Rating

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

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.

Fire Spirit Bats Musketeer

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 Musketeer Prince Golem Bandit

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap

Punishments

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

Elite Barbarians Prince 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.

Fire Spirit Elite Barbarians Prince Golem 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.

Elite Barbarians Golem 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
Bats Elite Barbarians Prince Bandit
Giant Snowball
Fire Spirit Bats Musketeer
Zap
Fire Spirit Bats Prince Bandit
Barbarian Barrel
Fire Spirit Elite Barbarians Musketeer Bandit
The Log
Fire Spirit Elite Barbarians Musketeer Prince Bandit
Earthquake
Arrows
Fire Spirit Bats
Royal Delivery
Fire Spirit Bats Elite Barbarians Musketeer Prince Bandit
Fireball
Elite Barbarians Musketeer Bandit
Poison
Bats Musketeer
Lightning
Elite Barbarians Musketeer Prince Bandit
Rocket
Elite Barbarians Musketeer Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap

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.

Fire Spirit Bats Prince Golem

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.

Fire Spirit Musketeer

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.

Fire Spirit Bats Zap Bandit Musketeer Prince Elite Barbarians Golem

Shortest cycle

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

8 Fire Spirit Bats Zap Bandit

Attack Synergies 2 19

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.

Fire Spirit
Zap Elite Barbarians Prince Golem Bandit
Bats
Zap Elite Barbarians Prince Golem Bandit
Zap
Elite Barbarians Prince Fire Spirit Bats Musketeer Golem Bandit
Elite Barbarians
Zap Fire Spirit Bats Bandit
Musketeer
Zap Prince Golem Bandit
Prince
Zap Fire Spirit Bats Musketeer Golem
Golem
Fire Spirit Bats Zap Musketeer Prince Bandit
Bandit
Fire Spirit Bats Zap Elite Barbarians Musketeer Golem

Defense Synergies 0 10

Fire Spirit
Zap
Bats
Zap Musketeer Prince Bandit
Zap
Fire Spirit Bats Elite Barbarians Musketeer Prince Bandit
Elite Barbarians
Zap
Musketeer
Bats Zap Bandit
Prince
Bats Zap
Golem
Bandit
Bats Zap Musketeer

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 Musketeer
Elite Barbarians Bats Zap Musketeer Prince Bandit
Prince Fire Spirit Bats Elite Barbarians Musketeer Bandit
Elite Barbarians Prince Bats Musketeer Bandit
Elite Barbarians Prince
Fire Spirit Bats Zap Musketeer Bandit
Bats Musketeer Fire Spirit Zap
Zap Musketeer Bandit
Elite Barbarians Musketeer Prince
Elite Barbarians Fire Spirit Musketeer Prince Bandit
Bats Zap Musketeer Bandit
Musketeer Bats Zap
Prince Fire Spirit Bats Zap Elite Barbarians Musketeer Bandit
Fire Spirit Bats Zap Prince
Elite Barbarians Prince Bandit
Zap Elite Barbarians Prince Bandit
Bats Elite Barbarians Musketeer Prince
Fire Spirit Bats Zap Elite Barbarians Musketeer Prince Bandit
Zap Fire Spirit Bats Musketeer Bandit
Elite Barbarians Musketeer Prince
Fire Spirit Bats Elite Barbarians Musketeer Prince Bandit

Counters to secondary win conditions

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

Zap Elite Barbarians Prince Bandit
Bandit Zap Elite Barbarians Musketeer Prince
Bandit Bats Zap Elite Barbarians Musketeer Prince
Prince Bats Zap Elite Barbarians Musketeer Bandit
Elite Barbarians Musketeer Prince Bandit
Fire Spirit Bats Zap Musketeer
Prince Bats Elite Barbarians Musketeer Bandit
Elite Barbarians Prince
Zap Bats Elite Barbarians Prince Bandit
Musketeer
Bats Elite Barbarians Musketeer Prince
Zap Elite Barbarians Prince
Elite Barbarians Prince Bandit
Musketeer
Elite Barbarians Bats Zap Musketeer Prince
Bats Zap Elite Barbarians Musketeer

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.)

Musketeer Bandit
Zap Musketeer Bandit
Bandit
Musketeer Prince
Fire Spirit Zap
Fire Spirit Bats Zap Musketeer
Fire Spirit Musketeer
Fire Spirit Zap
Zap Bandit
Fire Spirit Bats Elite Barbarians Musketeer Prince
Zap Musketeer Prince Bandit
Fire Spirit Zap Musketeer
Fire Spirit Elite Barbarians Musketeer Bandit
Musketeer Bandit
Zap Elite Barbarians Musketeer Prince
Zap Musketeer Bandit
Musketeer Bandit
Bats
Fire Spirit Zap Musketeer Prince Bandit
Fire Spirit Zap
Musketeer Prince
Musketeer Prince
Zap Musketeer
Zap Fire Spirit
Zap Musketeer Bandit
Zap Musketeer Prince Bandit
Zap Musketeer Bandit
Elite Barbarians Fire Spirit Bats Zap Musketeer
Zap Bats Musketeer
Elite Barbarians
Zap Musketeer Bandit
Zap
Prince
Zap Fire Spirit Bats Musketeer Prince Bandit
Fire Spirit Zap Musketeer
Musketeer Prince
Zap Musketeer
Zap
Elite Barbarians Musketeer Prince
Zap Bats Elite Barbarians Musketeer
Bats Zap Musketeer
Zap Musketeer Prince Bandit

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