My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Elixir Golem

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.

Musketeer Inferno Dragon

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 Musketeer Inferno Dragon

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows The Log

Punishments

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

Elite Barbarians Hog Rider

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.

Knight Elite Barbarians Hog Rider

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 Hog Rider

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
Elite Barbarians Hog Rider Guards Inferno Dragon
Giant Snowball
Musketeer Hog Rider Guards Inferno Dragon
Zap
Guards Inferno Dragon
Barbarian Barrel
Knight Elite Barbarians Musketeer Guards
The Log
Elite Barbarians Musketeer Hog Rider Guards
Earthquake
Hog Rider Guards
Arrows
Guards
Royal Delivery
Knight Elite Barbarians Musketeer Hog Rider Guards Inferno Dragon
Fireball
Elite Barbarians Musketeer Hog Rider Inferno Dragon
Poison
Musketeer Guards
Lightning
Knight Elite Barbarians Musketeer Inferno Dragon
Rocket
Elite Barbarians Musketeer Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Knight Guards Inferno Dragon

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Knight Guards Musketeer Hog Rider Inferno Dragon Elite Barbarians

Shortest cycle

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

11 The Log Arrows Knight Guards

Attack Synergies 6 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.

Arrows
Elite Barbarians Hog Rider Knight
Knight
Musketeer Hog Rider Arrows Elite Barbarians The Log
Elite Barbarians
Arrows Knight Hog Rider The Log
Musketeer
Knight Hog Rider The Log
Hog Rider
Arrows Knight Musketeer The Log Elite Barbarians Guards
Guards
Hog Rider The Log
The Log
Hog Rider Knight Elite Barbarians Musketeer Guards
Inferno Dragon

Defense Synergies 3 5

Arrows
Knight
Knight
Musketeer Arrows The Log
Elite Barbarians
The Log
Musketeer
Knight Guards The Log
Hog Rider
Guards
Musketeer The Log
The Log
Musketeer Knight Elite Barbarians Guards Inferno Dragon
Inferno 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.

Knight Musketeer The Log
Elite Barbarians Inferno Dragon Knight Musketeer The Log
Knight Elite Barbarians Musketeer Inferno Dragon
Elite Barbarians Inferno Dragon Knight Musketeer Guards
Arrows Elite Barbarians The Log
Arrows The Log Musketeer Guards
Musketeer Inferno Dragon Arrows
Arrows Musketeer The Log
Inferno Dragon Elite Barbarians Musketeer
Knight Elite Barbarians Guards Musketeer
Guards Arrows Knight Musketeer The Log
Arrows Musketeer Inferno Dragon
Knight Elite Barbarians Musketeer Guards The Log
Arrows Guards The Log
Elite Barbarians Inferno Dragon Knight
Elite Barbarians The Log Inferno Dragon
Arrows Knight Elite Barbarians Musketeer
Arrows Knight Elite Barbarians Musketeer Guards The Log
Arrows The Log Knight Musketeer Guards Inferno Dragon
Elite Barbarians Musketeer Inferno Dragon
Arrows Knight Elite Barbarians Musketeer Guards The Log

Counters to secondary win conditions

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

Knight Guards Elite Barbarians
Arrows Knight Elite Barbarians Musketeer The Log Inferno Dragon
Guards Knight Elite Barbarians Musketeer The Log
Guards Knight Elite Barbarians Musketeer The Log
Knight Elite Barbarians Musketeer Guards Inferno Dragon
Arrows Musketeer
Guards Knight Elite Barbarians Musketeer
Knight Elite Barbarians Inferno Dragon
Knight Elite Barbarians The Log Inferno Dragon
Musketeer Guards Inferno Dragon
Inferno Dragon Knight Elite Barbarians Musketeer Guards
Arrows Elite Barbarians Guards The Log
Elite Barbarians Knight Guards
Musketeer
Elite Barbarians Guards Knight Musketeer The Log Inferno Dragon
Arrows Elite Barbarians Musketeer The Log Inferno Dragon

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.)

Arrows Knight Musketeer Guards The Log
Arrows Musketeer The Log
Arrows The Log
Arrows Knight Musketeer Guards The Log
Arrows The Log
Arrows Musketeer
Arrows Musketeer The Log
Arrows The Log
Arrows The Log
Elite Barbarians Musketeer Guards
Arrows Knight Musketeer The Log
Arrows Musketeer
Knight Elite Barbarians Musketeer The Log
Arrows Musketeer
Arrows Elite Barbarians Musketeer The Log
Arrows Musketeer The Log
Arrows Musketeer The Log
Arrows
Arrows Musketeer The Log
Arrows The Log
Musketeer The Log
Arrows
Musketeer The Log
Arrows Musketeer The Log
Arrows The Log
Inferno Dragon
Arrows The Log Musketeer
Arrows Musketeer The Log
Arrows Musketeer The Log
Elite Barbarians Arrows Musketeer
Musketeer Guards
Elite Barbarians
Arrows Musketeer The Log
Arrows
Arrows The Log
Musketeer Guards
Arrows Musketeer
Arrows The Log
Knight Musketeer
Arrows The Log Musketeer
Arrows
Elite Barbarians Musketeer
Elite Barbarians Musketeer Guards The Log
Musketeer
Musketeer The Log

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