My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Magic Archer

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Musketeer

Defensive buildings

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

Cannon

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 Musketeer

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.

Zap

Punishments

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

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.

Fire Spirit Knight 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.

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
Bats Hog Rider
Giant Snowball
Fire Spirit Bats Cannon Barbarians Musketeer Hog Rider
Zap
Fire Spirit Bats Cannon
Barbarian Barrel
Fire Spirit Knight Cannon Barbarians Musketeer
The Log
Fire Spirit Cannon Barbarians Musketeer Hog Rider
Earthquake
Cannon Barbarians Hog Rider
Arrows
Fire Spirit Bats
Royal Delivery
Fire Spirit Bats Knight Barbarians Musketeer Hog Rider
Fireball
Cannon Barbarians Musketeer Hog Rider
Poison
Bats Cannon Barbarians Musketeer
Lightning
Knight Cannon Musketeer
Rocket
Barbarians Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap

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.

Fire Spirit Bats Knight

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.

Fire Spirit 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Zap Knight Cannon Musketeer Hog Rider Barbarians

Shortest cycle

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

8 Fire Spirit Bats Zap Knight

Attack Synergies 7 6

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.

Fire Spirit
Hog Rider Zap Knight
Bats
Knight Hog Rider Zap
Zap
Hog Rider Fire Spirit Bats Knight Musketeer
Knight
Bats Musketeer Hog Rider Fire Spirit Zap
Cannon
Barbarians
Hog Rider
Musketeer
Knight Hog Rider Zap
Hog Rider
Fire Spirit Bats Zap Knight Musketeer Barbarians

Defense Synergies 6 7

Fire Spirit
Knight Zap
Bats
Knight Zap Cannon Musketeer
Zap
Cannon Fire Spirit Bats Knight Barbarians Musketeer
Knight
Fire Spirit Bats Cannon Musketeer Zap
Cannon
Zap Knight Musketeer Bats
Barbarians
Zap
Musketeer
Knight Cannon Bats Zap
Hog Rider

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.

Zap Knight Cannon Musketeer
Barbarians Bats Zap Knight Cannon Musketeer
Cannon Barbarians Fire Spirit Bats Knight Musketeer
Cannon Barbarians Bats Knight Musketeer
Barbarians
Fire Spirit Bats Zap Cannon Musketeer
Bats Musketeer Fire Spirit Zap Cannon
Zap Cannon Barbarians Musketeer
Cannon Barbarians Musketeer
Knight Fire Spirit Cannon Barbarians Musketeer
Bats Barbarians Zap Knight Cannon Musketeer
Musketeer Bats Zap
Cannon Barbarians Fire Spirit Bats Zap Knight Musketeer
Fire Spirit Bats Zap Cannon Barbarians
Barbarians Knight Cannon
Barbarians Zap Cannon
Barbarians Bats Knight Cannon Musketeer
Fire Spirit Cannon Bats Zap Knight Barbarians Musketeer
Zap Fire Spirit Bats Knight Cannon Barbarians Musketeer
Barbarians Cannon Musketeer
Fire Spirit Bats Knight Cannon Barbarians Musketeer

Counters to secondary win conditions

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

Knight Barbarians Zap
Zap Knight Musketeer
Barbarians Bats Zap Knight Musketeer
Bats Zap Knight Barbarians Musketeer
Barbarians Knight Cannon Musketeer
Fire Spirit Bats Zap Musketeer
Bats Knight Barbarians Musketeer
Knight Barbarians
Zap Bats Knight Barbarians
Cannon Barbarians Musketeer
Bats Knight Barbarians Musketeer
Zap Barbarians
Barbarians Knight Cannon
Cannon Barbarians Musketeer
Barbarians Bats Zap Knight Musketeer
Bats Zap Cannon Barbarians Musketeer

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 Musketeer
Zap Musketeer
Knight Barbarians Musketeer
Fire Spirit Zap
Fire Spirit Bats Zap Musketeer
Fire Spirit Musketeer
Fire Spirit Zap
Zap
Fire Spirit Bats Musketeer
Zap Knight Musketeer
Fire Spirit Zap Musketeer
Fire Spirit Knight Musketeer
Musketeer
Zap Musketeer
Zap Musketeer
Musketeer
Bats
Fire Spirit Zap Musketeer
Fire Spirit Zap
Musketeer
Musketeer
Zap Barbarians Musketeer
Zap Fire Spirit
Zap Musketeer
Zap Musketeer
Zap Musketeer
Fire Spirit Bats Zap Musketeer
Zap Bats Musketeer
Zap Musketeer
Zap
Zap Fire Spirit Bats Barbarians Musketeer
Fire Spirit Zap Musketeer
Knight Musketeer
Zap Musketeer
Zap
Musketeer
Zap Bats Musketeer
Bats Zap Musketeer
Zap Musketeer

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