My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Great!

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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Bats Archers 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.

Spear Goblins Bats Archers Royal Recruits Three Musketeers Bandit

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.

Arrows Fireball

Punishments

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

Royal Recruits Bandit

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.

Spear Goblins Royal Recruits 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.

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
Spear Goblins Bats Archers Royal Recruits Three Musketeers Bandit
Giant Snowball
Spear Goblins Bats Archers Royal Recruits Three Musketeers
Zap
Spear Goblins Bats Archers Three Musketeers Bandit
Barbarian Barrel
Spear Goblins Archers Royal Recruits Three Musketeers Bandit
The Log
Spear Goblins Archers Royal Recruits Three Musketeers Bandit
Earthquake
Spear Goblins Archers
Arrows
Spear Goblins Bats Archers Royal Recruits
Royal Delivery
Spear Goblins Bats Archers Royal Recruits Three Musketeers Bandit
Fireball
Archers Three Musketeers Bandit
Poison
Spear Goblins Bats Archers Royal Recruits Three Musketeers
Lightning
Three Musketeers Bandit
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

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.

Spear Goblins Bats Arrows Royal Recruits

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.

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Bats Archers Arrows Bandit Fireball Royal Recruits Three Musketeers

Shortest cycle

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

10 Spear Goblins Bats Archers Arrows

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.

Spear Goblins
Royal Recruits Bandit
Bats
Royal Recruits Bandit
Archers
Arrows Royal Recruits Bandit
Arrows
Fireball Archers Bandit
Royal Recruits
Spear Goblins Bats Archers Bandit
Fireball
Arrows
Three Musketeers
Bandit
Bandit
Spear Goblins Bats Archers Arrows Royal Recruits Three Musketeers

Defense Synergies 0 12

Spear Goblins
Bats Archers Arrows Bandit
Bats
Spear Goblins Royal Recruits Bandit
Archers
Spear Goblins Royal Recruits Bandit
Arrows
Spear Goblins Fireball Bandit
Royal Recruits
Bats Archers
Fireball
Arrows Bandit
Three Musketeers
Bandit
Bandit
Spear Goblins Bats Archers Arrows Fireball 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.

Spear Goblins Royal Recruits Fireball
Bats Royal Recruits Three Musketeers Bandit
Three Musketeers Bats Archers Royal Recruits Bandit
Royal Recruits Three Musketeers Bats Bandit
Arrows Royal Recruits Fireball
Arrows Fireball Spear Goblins Bats Archers Bandit
Bats Three Musketeers Spear Goblins Archers Arrows Fireball
Arrows Royal Recruits Fireball Bandit
Three Musketeers Royal Recruits
Spear Goblins Archers Royal Recruits Bandit
Bats Archers Spear Goblins Arrows Royal Recruits Fireball Bandit
Arrows Three Musketeers Spear Goblins Bats Archers Fireball
Royal Recruits Bats Fireball Three Musketeers Bandit
Fireball Three Musketeers Bats Arrows Royal Recruits
Royal Recruits Three Musketeers Bandit
Royal Recruits Fireball Three Musketeers Bandit
Three Musketeers Bats Arrows Royal Recruits Fireball
Arrows Fireball Spear Goblins Bats Archers Royal Recruits Three Musketeers Bandit
Arrows Spear Goblins Bats Archers Royal Recruits Fireball Bandit
Royal Recruits Three Musketeers
Royal Recruits Spear Goblins Bats Archers Arrows Fireball Bandit

Counters to secondary win conditions

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

Royal Recruits Spear Goblins Archers Fireball Bandit
Fireball Bandit Archers Arrows
Royal Recruits Bandit Spear Goblins Bats
Royal Recruits Bats Fireball Bandit
Royal Recruits Three Musketeers Bandit
Arrows Fireball Bats Archers Three Musketeers
Royal Recruits Spear Goblins Bats Archers Fireball Bandit
Royal Recruits
Royal Recruits Spear Goblins Bats Fireball Bandit
Royal Recruits Three Musketeers
Bats Royal Recruits
Royal Recruits Arrows Fireball
Royal Recruits Fireball Three Musketeers Bandit
Royal Recruits Archers Fireball Three Musketeers
Royal Recruits Spear Goblins Bats Archers Fireball Three Musketeers
Bats Arrows Archers Royal Recruits Fireball

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 Arrows Royal Recruits Bandit
Arrows Fireball Bandit
Arrows Fireball Bandit
Arrows Royal Recruits Fireball
Fireball Arrows
Arrows Fireball Spear Goblins Bats
Archers Arrows
Arrows Fireball
Arrows Fireball Bandit
Bats Fireball Three Musketeers
Arrows Royal Recruits Fireball Bandit
Fireball Archers Arrows
Fireball Three Musketeers Bandit
Arrows Fireball Bandit
Arrows Fireball
Spear Goblins Arrows Fireball Three Musketeers Bandit
Arrows Royal Recruits Fireball Three Musketeers Bandit
Arrows Fireball Three Musketeers
Bats
Archers Arrows Fireball Three Musketeers Bandit
Arrows Fireball
Fireball
Arrows Fireball
Arrows Royal Recruits Fireball
Arrows Fireball
Arrows Fireball Bandit
Fireball Arrows Bandit
Fireball Arrows Bandit
Bats Archers Arrows Fireball
Bats Fireball
Fireball
Arrows Fireball Bandit
Arrows Fireball
Arrows Fireball
Spear Goblins Bats Archers Royal Recruits Fireball Bandit
Fireball Archers Arrows Three Musketeers
Arrows Fireball
Fireball Three Musketeers
Arrows Fireball
Arrows Fireball
Royal Recruits Three Musketeers
Bats Royal Recruits Fireball
Bats Fireball
Royal Recruits Fireball Bandit

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