My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Skeletons Bats Royal Giant Musketeer

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Giant Snowball Earthquake The Log

Punishments

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

Royal Giant

Pump responses

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

Earthquake

Dropped at the bridge

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

Barbarians Royal Giant

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
Skeletons Bats Royal Giant
Giant Snowball
Skeletons Bats Barbarians Musketeer
Zap
Skeletons Bats Royal Giant
Barbarian Barrel
Skeletons Barbarians Musketeer
The Log
Skeletons Barbarians Royal Giant Musketeer
Earthquake
Skeletons Barbarians
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Barbarians Musketeer
Fireball
Barbarians Musketeer
Poison
Bats Barbarians Musketeer
Lightning
Musketeer
Rocket
Barbarians Musketeer

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Earthquake The Log

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.

Bats

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.

Royal Giant

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.

Barbarians 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Giant Snowball The Log Earthquake Musketeer Barbarians Royal Giant

Shortest cycle

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

7 Skeletons Bats Giant Snowball The Log

Attack Synergies 3 8

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.

Skeletons
Bats
Royal Giant
Giant Snowball
Earthquake Barbarians Royal Giant Musketeer The Log
Barbarians
Giant Snowball
Royal Giant
Bats Earthquake Giant Snowball Musketeer The Log
Earthquake
Giant Snowball Royal Giant The Log
Musketeer
Giant Snowball Royal Giant The Log
The Log
Giant Snowball Royal Giant Earthquake Musketeer

Defense Synergies 2 13

Skeletons
Musketeer Bats Giant Snowball Earthquake The Log
Bats
Skeletons Giant Snowball Earthquake Musketeer The Log
Giant Snowball
Skeletons Bats Barbarians Earthquake Musketeer The Log
Barbarians
Giant Snowball
Royal Giant
Earthquake
Skeletons Bats Giant Snowball The Log
Musketeer
Skeletons The Log Bats Giant Snowball
The Log
Musketeer Skeletons Bats Giant Snowball Earthquake

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.

Earthquake Musketeer The Log
Barbarians Skeletons Bats Musketeer The Log
Barbarians Skeletons Bats Giant Snowball Musketeer
Barbarians Skeletons Bats Musketeer
Barbarians Earthquake The Log
The Log Skeletons Bats Giant Snowball Earthquake Musketeer
Bats Giant Snowball Musketeer
Earthquake Barbarians Musketeer The Log
Barbarians Skeletons Musketeer
Skeletons Giant Snowball Barbarians Musketeer
Bats Barbarians Skeletons Giant Snowball Earthquake Musketeer The Log
Musketeer Bats Giant Snowball
Barbarians Skeletons Bats Giant Snowball Earthquake Musketeer The Log
Bats Giant Snowball Barbarians Earthquake The Log
Barbarians
Barbarians Giant Snowball The Log
Barbarians Skeletons Bats Musketeer
Bats Giant Snowball Barbarians Musketeer The Log
Giant Snowball Earthquake The Log Bats Barbarians Musketeer
Barbarians Musketeer
Bats Giant Snowball Barbarians Earthquake Musketeer The Log

Counters to secondary win conditions

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

Barbarians Skeletons Giant Snowball
Giant Snowball Musketeer The Log
Barbarians Skeletons Bats Musketeer The Log
Bats Barbarians Musketeer The Log
Barbarians Skeletons Musketeer
Skeletons Bats Giant Snowball Musketeer
Skeletons Bats Barbarians Musketeer
Barbarians
Skeletons Bats Giant Snowball Barbarians The Log
Skeletons Barbarians Musketeer
Bats Barbarians Musketeer
Giant Snowball Barbarians The Log
Barbarians Skeletons
Barbarians Musketeer
Barbarians Skeletons Bats Musketeer The Log
Bats Giant Snowball Barbarians Earthquake Musketeer 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.)

Earthquake Musketeer The Log
Giant Snowball Musketeer The Log
Earthquake The Log
Earthquake Barbarians Musketeer The Log
Giant Snowball Earthquake The Log
Bats Giant Snowball Musketeer
Earthquake Musketeer The Log
Earthquake The Log Giant Snowball
The Log Giant Snowball
Bats Giant Snowball Musketeer
Earthquake Musketeer The Log
Giant Snowball Musketeer
Earthquake Giant Snowball Musketeer The Log
Earthquake Musketeer
Earthquake Giant Snowball Musketeer The Log
Earthquake Giant Snowball Musketeer The Log
Earthquake Musketeer The Log
Giant Snowball Earthquake
Bats
Giant Snowball Earthquake Musketeer The Log
Giant Snowball Earthquake The Log
Earthquake Musketeer The Log
Giant Snowball
Musketeer The Log
Earthquake Giant Snowball Barbarians Musketeer The Log
Giant Snowball Earthquake The Log
The Log Giant Snowball Earthquake Musketeer
Giant Snowball Musketeer The Log
Musketeer The Log
Bats Giant Snowball Musketeer
Bats Giant Snowball Musketeer
Giant Snowball
Giant Snowball Earthquake Musketeer The Log
Giant Snowball
Giant Snowball Earthquake The Log
Earthquake Bats Barbarians Musketeer
Giant Snowball Musketeer
The Log
Musketeer
The Log Giant Snowball Earthquake Musketeer
Giant Snowball
Musketeer
Bats Giant Snowball Musketeer The Log
Bats Giant Snowball Musketeer
Giant Snowball Musketeer The Log

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