My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Bats Archers Musketeer Baby Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Archers Tombstone Musketeer Giant Baby Dragon Lumberjack

Offensive cards

Win conditions

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

Giant

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.

Giant Lumberjack

Pump responses

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

Missing

Dropped at the bridge

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

Giant Baby Dragon Lumberjack

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.

Lumberjack

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 Archers Giant
Giant Snowball
Bats Archers Tombstone Musketeer Baby Dragon Lumberjack
Zap
Bats Archers Tombstone
Barbarian Barrel
Archers Tombstone Musketeer Lumberjack
The Log
Archers Tombstone Musketeer Lumberjack
Earthquake
Archers Tombstone
Arrows
Bats Archers Tombstone
Royal Delivery
Bats Archers Musketeer Baby Dragon Lumberjack
Fireball
Archers Tombstone Musketeer Baby Dragon Lumberjack
Poison
Bats Archers Tombstone Musketeer
Lightning
Tombstone Musketeer Baby Dragon Lumberjack
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon 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 Tombstone Baby Dragon

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

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 Archers Tombstone Musketeer Baby Dragon Lumberjack Giant

Shortest cycle

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

10 Bats The Log Archers Tombstone

Attack Synergies 2 13

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
Giant Baby Dragon Lumberjack
Archers
Giant Baby Dragon Lumberjack
Tombstone
Musketeer
Giant Baby Dragon The Log Lumberjack
Giant
Bats Musketeer Archers Baby Dragon The Log Lumberjack
Baby Dragon
Bats Archers Musketeer Giant Lumberjack
The Log
Musketeer Giant Lumberjack
Lumberjack
Bats Archers Musketeer Giant Baby Dragon The Log

Defense Synergies 3 14

Bats
Musketeer Baby Dragon The Log Lumberjack
Archers
Tombstone Baby Dragon The Log Lumberjack
Tombstone
Musketeer Archers Baby Dragon Lumberjack
Musketeer
Tombstone The Log Lumberjack Bats Baby Dragon
Giant
Baby Dragon
Bats Archers Tombstone Musketeer The Log Lumberjack
The Log
Musketeer Bats Archers Baby Dragon Lumberjack
Lumberjack
Musketeer Bats Archers Tombstone Baby Dragon 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.

Tombstone Musketeer Baby Dragon The Log
Lumberjack Bats Tombstone Musketeer The Log
Lumberjack Bats Archers Tombstone Musketeer
Lumberjack Bats Tombstone Musketeer
Tombstone The Log Lumberjack
The Log Bats Archers Musketeer Baby Dragon Lumberjack
Bats Musketeer Archers Tombstone Baby Dragon
Musketeer Baby Dragon The Log
Tombstone Musketeer Lumberjack
Archers Musketeer Lumberjack
Bats Archers Tombstone Musketeer Baby Dragon The Log Lumberjack
Musketeer Bats Archers Baby Dragon
Tombstone Lumberjack Bats Musketeer The Log
Bats Tombstone Baby Dragon The Log Lumberjack
Tombstone Lumberjack
The Log Lumberjack
Bats Tombstone Musketeer Lumberjack
Tombstone Bats Archers Musketeer Baby Dragon The Log Lumberjack
Baby Dragon The Log Bats Archers Tombstone Musketeer Lumberjack
Musketeer Lumberjack
Bats Archers Musketeer Baby Dragon The Log Lumberjack

Counters to secondary win conditions

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

Lumberjack Archers Tombstone
Archers Musketeer Baby Dragon The Log Lumberjack
Tombstone Lumberjack Bats Musketeer The Log
Lumberjack Bats Musketeer The Log
Tombstone Musketeer Lumberjack
Bats Archers Musketeer Baby Dragon
Bats Archers Tombstone Musketeer Lumberjack
Lumberjack
Bats Tombstone Baby Dragon The Log
Tombstone Musketeer
Bats Tombstone Musketeer Lumberjack
The Log
Tombstone Lumberjack
Archers Musketeer Baby Dragon
Tombstone Bats Archers Musketeer Baby Dragon The Log Lumberjack
Bats Archers Musketeer Baby Dragon 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
Baby Dragon The Log
Musketeer The Log
Baby Dragon The Log
Bats Musketeer Baby Dragon
Archers Musketeer Baby Dragon The Log
The Log Baby Dragon
The Log
Bats Musketeer Lumberjack
Musketeer The Log
Archers Musketeer Baby Dragon
Musketeer Baby Dragon The Log
Musketeer Baby Dragon
Musketeer Baby Dragon The Log
Musketeer Baby Dragon The Log
Musketeer Baby Dragon The Log
Bats
Archers Musketeer Baby Dragon The Log
Baby Dragon The Log
Musketeer Baby Dragon The Log
Musketeer The Log
Musketeer Baby Dragon The Log
The Log Baby Dragon
The Log Musketeer Baby Dragon
Musketeer Baby Dragon The Log
Musketeer Baby Dragon The Log
Bats Archers Musketeer Baby Dragon
Bats Musketeer
Musketeer The Log
The Log
Bats Archers Tombstone Musketeer
Archers Musketeer Baby Dragon
The Log
Musketeer Baby Dragon Lumberjack
The Log Musketeer Baby Dragon
Musketeer
Bats Musketeer Baby Dragon The Log
Bats Musketeer
Musketeer Baby Dragon The Log

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