My Best Clash Royale Deck

Deck Check Rating

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

Bats 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.

Bats Knight Three Musketeers

Offensive cards

Win conditions

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

Three Musketeers Graveyard

Damage spells

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

Freeze The Log

Punishments

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

Elite Barbarians Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Knight Elite Barbarians

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 Graveyard

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 Three Musketeers Skeleton Army Graveyard
Giant Snowball
Bats Three Musketeers Skeleton Army Graveyard
Zap
Bats Three Musketeers Skeleton Army Graveyard
Barbarian Barrel
Knight Elite Barbarians Three Musketeers Skeleton Army Graveyard
The Log
Elite Barbarians Three Musketeers Skeleton Army Graveyard
Earthquake
Skeleton Army Graveyard
Arrows
Bats Skeleton Army Graveyard
Royal Delivery
Bats Knight Elite Barbarians Three Musketeers Skeleton Army Graveyard
Fireball
Elite Barbarians Three Musketeers Skeleton Army
Poison
Bats Three Musketeers Skeleton Army Graveyard
Lightning
Knight Elite Barbarians Three Musketeers
Rocket
Elite Barbarians Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Freeze 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.

Bats Knight Skeleton Army Freeze

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 Skeleton Army Graveyard

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Knight Skeleton Army Freeze Graveyard Elite Barbarians Three Musketeers

Shortest cycle

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

10 Bats The Log Knight Skeleton Army

Attack Synergies 4 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.

Bats
Knight Elite Barbarians Graveyard
Knight
Bats Three Musketeers Graveyard Elite Barbarians The Log
Elite Barbarians
Bats Knight Three Musketeers The Log Graveyard
Three Musketeers
Knight Elite Barbarians The Log Graveyard
Skeleton Army
Freeze
Graveyard
The Log
Knight Elite Barbarians Three Musketeers Graveyard
Graveyard
Knight Freeze Bats Elite Barbarians Three Musketeers The Log

Defense Synergies 1 9

Bats
Knight Freeze The Log
Knight
Bats Three Musketeers Skeleton Army The Log
Elite Barbarians
The Log
Three Musketeers
Knight The Log
Skeleton Army
Knight Freeze The Log
Freeze
Bats Skeleton Army
The Log
Bats Knight Elite Barbarians Three Musketeers Skeleton Army
Graveyard

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 The Log
Elite Barbarians Skeleton Army Bats Knight Three Musketeers The Log
Three Musketeers Skeleton Army Bats Knight Elite Barbarians Freeze
Elite Barbarians Three Musketeers Skeleton Army Bats Knight
Elite Barbarians Skeleton Army The Log
Skeleton Army Freeze The Log Bats
Bats Three Musketeers Freeze
The Log
Three Musketeers Elite Barbarians Skeleton Army
Knight Elite Barbarians Skeleton Army
Bats Skeleton Army Knight Freeze The Log
Three Musketeers Bats
Skeleton Army Bats Knight Elite Barbarians Three Musketeers Freeze The Log
Three Musketeers Skeleton Army Bats Freeze The Log
Elite Barbarians Skeleton Army Knight Three Musketeers
Skeleton Army Elite Barbarians Three Musketeers Freeze The Log
Three Musketeers Bats Knight Elite Barbarians Skeleton Army
Bats Knight Elite Barbarians Three Musketeers Skeleton Army The Log
Freeze The Log Bats Knight
Elite Barbarians Three Musketeers
Skeleton Army Bats Knight Elite Barbarians The Log

Counters to secondary win conditions

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

Knight Skeleton Army Elite Barbarians
Knight Elite Barbarians The Log
Skeleton Army Bats Knight Elite Barbarians The Log
Skeleton Army Bats Knight Elite Barbarians The Log
Knight Elite Barbarians Three Musketeers Skeleton Army
Bats Three Musketeers Freeze
Skeleton Army Bats Knight Elite Barbarians
Knight Elite Barbarians Skeleton Army
Freeze Bats Knight Elite Barbarians Skeleton Army The Log
Three Musketeers Skeleton Army
Bats Knight Elite Barbarians
Skeleton Army Elite Barbarians The Log
Elite Barbarians Skeleton Army Knight Three Musketeers
Three Musketeers Skeleton Army
Elite Barbarians Skeleton Army Bats Knight Three Musketeers Freeze The Log
Bats Elite Barbarians Freeze 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.)

Knight Freeze The Log
The Log
The Log
Knight Freeze The Log
The Log
Bats Freeze
The Log
The Log Freeze
The Log
Bats Elite Barbarians Three Musketeers
Knight The Log
Knight Elite Barbarians Three Musketeers The Log
Freeze
Elite Barbarians The Log
Three Musketeers The Log
Three Musketeers The Log
Three Musketeers Freeze
Bats
Three Musketeers The Log
The Log
The Log
The Log
The Log
Freeze The Log
The Log
The Log
The Log
Elite Barbarians Bats
Bats Freeze
Elite Barbarians
The Log
Freeze
The Log
Bats Skeleton Army Freeze
Three Musketeers
Freeze
The Log
Knight Three Musketeers
The Log
Elite Barbarians Three Musketeers
Bats Elite Barbarians Freeze The Log
Bats
Freeze The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: