My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Great!
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 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.

Musketeer Baby Dragon Witch Night Witch

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.

Musketeer Baby Dragon Witch Golem Night Witch

Offensive cards

Win conditions

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

Golem Miner

Damage spells

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

The Log

Punishments

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

Miner

Pump responses

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

Miner

Dropped at the bridge

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

Baby Dragon Golem

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.

Golem Miner

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
Skeleton Army Miner Night Witch
Giant Snowball
Musketeer Skeleton Army Baby Dragon Witch Miner Night Witch
Zap
Skeleton Army Witch Night Witch
Barbarian Barrel
Musketeer Skeleton Army Witch Night Witch
The Log
Musketeer Skeleton Army Witch
Earthquake
Skeleton Army Witch
Arrows
Skeleton Army Witch Night Witch
Royal Delivery
Musketeer Skeleton Army Baby Dragon Witch Miner Night Witch
Fireball
Musketeer Skeleton Army Baby Dragon Witch Night Witch
Poison
Musketeer Skeleton Army Witch Night Witch
Lightning
Musketeer Baby Dragon Witch Night Witch
Rocket
Musketeer Witch Night Witch

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon 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.

Skeleton Army Baby Dragon Golem Miner Night Witch

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.

Skeleton Army

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.

Musketeer Witch

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.

The Log Skeleton Army Miner Musketeer Baby Dragon Night Witch Witch Golem

Shortest cycle

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

12 The Log Skeleton Army Miner Musketeer

Attack Synergies 2 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.

Musketeer
Baby Dragon Golem The Log Miner
Skeleton Army
Baby Dragon
Golem Musketeer Witch Miner
Witch
Baby Dragon Golem Miner
Golem
Baby Dragon Night Witch Musketeer Witch The Log
The Log
Musketeer Golem Miner
Miner
Musketeer Baby Dragon Witch The Log
Night Witch
Golem

Defense Synergies 1 9

Musketeer
The Log Skeleton Army Baby Dragon Miner
Skeleton Army
Musketeer The Log
Baby Dragon
Musketeer Witch The Log
Witch
Baby Dragon The Log
Golem
The Log
Musketeer Skeleton Army Baby Dragon Witch Miner Night Witch
Miner
Musketeer The Log
Night Witch
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.

Musketeer Baby Dragon The Log
Skeleton Army Musketeer Witch The Log Night Witch
Skeleton Army Witch Musketeer Night Witch
Skeleton Army Witch Night Witch Musketeer
Skeleton Army The Log
Skeleton Army The Log Musketeer Baby Dragon Night Witch
Musketeer Baby Dragon Witch Night Witch
Musketeer Baby Dragon The Log
Witch Musketeer Skeleton Army Night Witch
Skeleton Army Musketeer Miner Night Witch
Skeleton Army Witch Musketeer Baby Dragon The Log Night Witch
Musketeer Baby Dragon Witch Night Witch
Skeleton Army Night Witch Musketeer Witch The Log
Skeleton Army Baby Dragon Witch The Log Night Witch
Skeleton Army
Skeleton Army The Log
Musketeer Skeleton Army Witch Night Witch
Musketeer Skeleton Army Baby Dragon Witch The Log Night Witch
Baby Dragon Witch The Log Musketeer
Musketeer
Skeleton Army Musketeer Baby Dragon Witch The Log Night Witch

Counters to secondary win conditions

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

Skeleton Army Witch
Musketeer Baby Dragon The Log Miner
Skeleton Army Musketeer Witch The Log
Skeleton Army Musketeer The Log Night Witch
Musketeer Skeleton Army Witch Night Witch
Musketeer Baby Dragon Witch
Skeleton Army Musketeer Witch Night Witch
Skeleton Army
Skeleton Army Baby Dragon Witch The Log
Witch Musketeer Skeleton Army
Musketeer Witch
Skeleton Army The Log
Skeleton Army Witch Night Witch
Musketeer Skeleton Army Baby Dragon Witch
Skeleton Army Witch Musketeer Baby Dragon The Log Night Witch
Musketeer Baby Dragon Witch 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.)

Musketeer Baby Dragon The Log
Musketeer Baby Dragon The Log Miner
Baby Dragon The Log Miner
Musketeer The Log
Baby Dragon The Log
Musketeer Baby Dragon Witch
Musketeer Baby Dragon Witch The Log
The Log Baby Dragon
The Log Miner
Musketeer Night Witch
Miner Musketeer The Log
Musketeer Baby Dragon
Musketeer Baby Dragon The Log Miner
Musketeer Baby Dragon
Musketeer Baby Dragon The Log
Musketeer Baby Dragon Witch The Log
Musketeer Baby Dragon The Log
Night Witch
Musketeer Baby Dragon The Log
Baby Dragon Witch The Log Miner
Musketeer Baby Dragon The Log Night Witch
Musketeer The Log
Musketeer Baby Dragon The Log
The Log Baby Dragon Witch
Witch
The Log Miner Musketeer Baby Dragon Witch
Musketeer Baby Dragon Witch The Log Miner
Miner Musketeer Baby Dragon The Log
Musketeer Baby Dragon Witch Night Witch
Musketeer Witch
Night Witch
Musketeer The Log Miner Night Witch
The Log
Musketeer Skeleton Army Witch Night Witch
Musketeer Baby Dragon Witch
The Log
Miner Musketeer Baby Dragon
The Log Musketeer Baby Dragon
Musketeer
Musketeer Baby Dragon Witch The Log
Musketeer Witch
Musketeer Baby Dragon Witch The Log Miner

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