My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Goblin Gang Three Musketeers

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.

Knight Battle Ram Elixir Collector Three Musketeers

Offensive cards

Win conditions

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

Battle Ram Three Musketeers

Damage spells

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

Fireball The Log

Punishments

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

Goblin Gang Battle Ram

Pump responses

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

Fireball Elixir Collector

Dropped at the bridge

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

Knight Goblin Gang Heal Spirit Battle Ram

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
Goblin Gang Battle Ram Three Musketeers
Giant Snowball
Goblin Gang Battle Ram Three Musketeers
Zap
Goblin Gang Battle Ram Three Musketeers
Barbarian Barrel
Knight Goblin Gang Heal Spirit Battle Ram Three Musketeers
The Log
Goblin Gang Heal Spirit Battle Ram Three Musketeers
Earthquake
Goblin Gang Elixir Collector
Arrows
Goblin Gang Heal Spirit
Royal Delivery
Knight Goblin Gang Heal Spirit Battle Ram Three Musketeers
Fireball
Goblin Gang Battle Ram Elixir Collector Three Musketeers
Poison
Goblin Gang Elixir Collector Three Musketeers
Lightning
Knight Battle Ram Elixir Collector Three Musketeers
Rocket
Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Knight Heal Spirit Battle Ram Elixir Collector

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.

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.

Goblin Gang Heal Spirit Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit The Log Knight Goblin Gang Fireball Battle Ram Elixir Collector Three Musketeers

Shortest cycle

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

9 Heal Spirit The Log Knight Goblin Gang

Attack Synergies 4 11

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
Goblin Gang Battle Ram Three Musketeers Heal Spirit Fireball The Log
Goblin Gang
Knight Battle Ram Three Musketeers
Heal Spirit
Knight Battle Ram Three Musketeers
Fireball
Knight Battle Ram The Log
Battle Ram
Knight The Log Goblin Gang Heal Spirit Fireball Three Musketeers
Elixir Collector
Three Musketeers
Knight Goblin Gang Heal Spirit Battle Ram The Log
The Log
Battle Ram Knight Fireball Three Musketeers

Defense Synergies 2 5

Knight
Goblin Gang Fireball Three Musketeers The Log
Goblin Gang
Knight The Log
Heal Spirit
Fireball
The Log Knight
Battle Ram
Elixir Collector
Three Musketeers
Knight The Log
The Log
Fireball Knight Goblin Gang Three Musketeers

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 Fireball The Log
Knight Goblin Gang Three Musketeers The Log
Goblin Gang Three Musketeers Knight
Three Musketeers Knight Goblin Gang
Fireball The Log
Goblin Gang Fireball The Log
Three Musketeers Goblin Gang Fireball
Fireball The Log
Three Musketeers Goblin Gang
Knight Goblin Gang
Goblin Gang Knight Fireball The Log
Three Musketeers Goblin Gang Fireball
Knight Goblin Gang Fireball Three Musketeers The Log
Fireball Three Musketeers Goblin Gang The Log
Knight Goblin Gang Three Musketeers
Goblin Gang Fireball Three Musketeers The Log
Three Musketeers Knight Goblin Gang Fireball
Fireball Knight Goblin Gang Three Musketeers The Log
The Log Knight Fireball
Three Musketeers
Goblin Gang Knight Fireball The Log

Counters to secondary win conditions

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

Knight Goblin Gang Fireball
Fireball Knight Goblin Gang The Log
Goblin Gang Knight The Log
Goblin Gang Knight Fireball The Log
Knight Goblin Gang Three Musketeers
Fireball Goblin Gang Three Musketeers
Goblin Gang Knight Fireball
Knight
Knight Fireball The Log
Goblin Gang Three Musketeers
Knight
Fireball The Log
Knight Goblin Gang Fireball Three Musketeers
Fireball Three Musketeers
Goblin Gang Knight Fireball Three Musketeers The Log
Fireball 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 The Log
Fireball The Log
Fireball The Log
Knight Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
Fireball The Log
Goblin Gang Fireball Three Musketeers
Knight Fireball The Log
Fireball
Knight Fireball Three Musketeers The Log
Fireball
Fireball The Log
Fireball Three Musketeers The Log
Fireball Three Musketeers The Log
Fireball Three Musketeers
Fireball Three Musketeers The Log
Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Fireball
Fireball
Fireball The Log
Fireball
Fireball The Log
Goblin Gang Fireball
Fireball Three Musketeers
The Log Fireball
Fireball Knight Goblin Gang Three Musketeers
The Log Fireball
Fireball
Three Musketeers
Goblin Gang Fireball The Log
Fireball
Fireball The Log

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