My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Bandit

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!
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.

Musketeer Magic Archer

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 Royal Giant Musketeer Magic Archer

Offensive cards

Win conditions

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

Royal Giant Graveyard

Damage spells

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

Rage The Log

Punishments

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

Royal Giant 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 Royal Giant Magic Archer

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.

Magic Archer 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
Royal Giant Guards Graveyard
Giant Snowball
Musketeer Guards Graveyard
Zap
Royal Giant Guards Graveyard
Barbarian Barrel
Knight Musketeer Guards Magic Archer Graveyard
The Log
Royal Giant Musketeer Guards Graveyard
Earthquake
Guards Graveyard
Arrows
Guards Graveyard
Royal Delivery
Knight Musketeer Guards Magic Archer Graveyard
Fireball
Musketeer Magic Archer
Poison
Musketeer Guards Magic Archer Graveyard
Lightning
Knight Musketeer Magic Archer
Rocket
Musketeer Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

The Log Magic Archer

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.

Knight Rage Guards

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 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage The Log Knight Guards Musketeer Magic Archer Graveyard Royal Giant

Shortest cycle

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

10 Rage The Log Knight Guards

Attack Synergies 2 12

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
Musketeer Graveyard The Log Magic Archer
Royal Giant
Musketeer Guards The Log Magic Archer
Musketeer
Knight Royal Giant The Log Graveyard
Rage
Guards
Royal Giant The Log Graveyard
The Log
Knight Royal Giant Musketeer Guards Magic Archer Graveyard
Magic Archer
Knight Royal Giant The Log
Graveyard
Knight Musketeer Guards The Log

Defense Synergies 4 4

Knight
Musketeer Magic Archer The Log
Royal Giant
Musketeer
Knight Guards The Log
Rage
Guards
Musketeer The Log Magic Archer
The Log
Musketeer Knight Guards Magic Archer
Magic Archer
Knight Guards The Log
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 Musketeer The Log Magic Archer
Knight Musketeer The Log
Knight Musketeer
Knight Musketeer Guards
The Log
The Log Musketeer Guards Magic Archer
Musketeer Magic Archer
Musketeer The Log Magic Archer
Musketeer
Knight Guards Musketeer
Guards Knight Musketeer The Log Magic Archer
Musketeer Magic Archer
Knight Musketeer Guards The Log
Guards The Log Magic Archer
Knight
The Log
Knight Musketeer
Knight Musketeer Guards The Log Magic Archer
The Log Knight Musketeer Guards Magic Archer
Musketeer
Knight Musketeer Guards The Log

Counters to secondary win conditions

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

Knight Guards
Knight Musketeer The Log Magic Archer
Guards Knight Musketeer The Log
Guards Knight Musketeer The Log
Knight Musketeer Guards
Musketeer Magic Archer
Guards Knight Musketeer
Knight
Knight The Log Magic Archer
Musketeer Guards
Knight Musketeer Guards
Guards The Log
Knight Guards
Musketeer Magic Archer
Guards Knight Musketeer The Log Magic Archer
Musketeer The Log Magic Archer

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.)

Magic Archer Knight Musketeer Guards The Log
Musketeer The Log Magic Archer
The Log Magic Archer
Knight Musketeer Guards The Log
The Log Magic Archer
Musketeer Magic Archer
Musketeer The Log Magic Archer
The Log Magic Archer
The Log
Musketeer Guards
Knight Musketeer The Log Magic Archer
Musketeer Magic Archer
Knight Musketeer The Log Magic Archer
Musketeer Magic Archer
Musketeer The Log Magic Archer
Musketeer The Log Magic Archer
Magic Archer Musketeer The Log
Musketeer The Log Magic Archer
The Log Magic Archer
Musketeer The Log Magic Archer
Musketeer The Log
Musketeer The Log
The Log Magic Archer
The Log Musketeer Magic Archer
Musketeer The Log Magic Archer
Musketeer The Log Magic Archer
Musketeer Magic Archer
Musketeer Guards
Musketeer The Log Magic Archer
Magic Archer
The Log Magic Archer
Musketeer Guards Magic Archer
Musketeer Magic Archer
The Log
Knight Musketeer Magic Archer
The Log Musketeer Magic Archer
Musketeer
Musketeer Guards The Log Magic Archer
Musketeer Magic Archer
Musketeer The Log Magic Archer

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