My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 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 Royal Recruits Musketeer Royal Ghost

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.

Fireball

Punishments

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

Royal Recruits Hog Rider Royal Ghost

Pump responses

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

Fireball

Dropped at the bridge

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

Royal Recruits Hog Rider Royal Ghost

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 Royal Ghost

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 Royal Recruits Hog Rider Guards
Giant Snowball
Bats Cannon Royal Recruits Musketeer Hog Rider Guards
Zap
Bats Cannon Guards
Barbarian Barrel
Cannon Royal Recruits Musketeer Guards Royal Ghost
The Log
Cannon Royal Recruits Musketeer Hog Rider Guards
Earthquake
Cannon Hog Rider Guards
Arrows
Bats Royal Recruits Guards
Royal Delivery
Bats Royal Recruits Musketeer Hog Rider Guards Royal Ghost
Fireball
Cannon Musketeer Hog Rider
Poison
Bats Cannon Royal Recruits Musketeer Guards
Lightning
Cannon Musketeer
Rocket
Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Royal Ghost

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 Royal Recruits Guards Royal Ghost

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.

Fireball

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.

Fireball 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.

Bats Cannon Guards Royal Ghost Fireball Musketeer Hog Rider Royal Recruits

Shortest cycle

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

11 Bats Cannon Guards Royal Ghost

Attack Synergies 3 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.

Bats
Hog Rider Royal Recruits
Cannon
Royal Recruits
Bats Musketeer Hog Rider Royal Ghost
Fireball
Hog Rider
Musketeer
Hog Rider Royal Recruits Royal Ghost
Hog Rider
Bats Fireball Musketeer Royal Recruits Guards
Guards
Hog Rider
Royal Ghost
Royal Recruits Musketeer

Defense Synergies 2 9

Bats
Cannon Royal Recruits Musketeer
Cannon
Musketeer Bats Royal Recruits Fireball Guards Royal Ghost
Royal Recruits
Bats Cannon
Fireball
Cannon Musketeer
Musketeer
Cannon Guards Bats Fireball Royal Ghost
Hog Rider
Guards
Musketeer Cannon
Royal Ghost
Cannon Musketeer

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.

Cannon Royal Recruits Fireball Musketeer
Bats Cannon Royal Recruits Musketeer
Cannon Bats Royal Recruits Musketeer
Cannon Royal Recruits Bats Musketeer Guards
Royal Recruits Fireball
Fireball Bats Cannon Musketeer Guards Royal Ghost
Bats Musketeer Cannon Fireball
Cannon Royal Recruits Fireball Musketeer
Cannon Royal Recruits Musketeer
Guards Cannon Royal Recruits Musketeer Royal Ghost
Bats Guards Cannon Royal Recruits Fireball Musketeer Royal Ghost
Musketeer Bats Fireball
Cannon Royal Recruits Bats Fireball Musketeer Guards
Fireball Bats Cannon Royal Recruits Guards Royal Ghost
Royal Recruits Cannon
Cannon Royal Recruits Fireball
Bats Cannon Royal Recruits Fireball Musketeer
Cannon Fireball Bats Royal Recruits Musketeer Guards Royal Ghost
Bats Cannon Royal Recruits Fireball Musketeer Guards Royal Ghost
Cannon Royal Recruits Musketeer
Royal Recruits Royal Ghost Bats Cannon Fireball Musketeer Guards

Counters to secondary win conditions

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

Royal Recruits Guards Fireball Royal Ghost
Fireball Musketeer Royal Ghost
Royal Recruits Guards Bats Musketeer
Royal Recruits Guards Bats Fireball Musketeer
Royal Recruits Cannon Musketeer Guards
Fireball Bats Musketeer
Royal Recruits Guards Bats Fireball Musketeer
Royal Recruits
Royal Recruits Bats Fireball
Royal Recruits Cannon Musketeer Guards
Bats Royal Recruits Musketeer Guards
Royal Recruits Fireball Guards
Royal Recruits Cannon Fireball Guards
Royal Recruits Cannon Fireball Musketeer
Royal Recruits Guards Bats Fireball Musketeer
Bats Cannon Royal Recruits Fireball Musketeer Royal Ghost
Cannon Fireball

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.)

Fireball Royal Recruits Musketeer Guards Royal Ghost
Fireball Musketeer Royal Ghost
Fireball
Royal Recruits Fireball Musketeer Guards
Fireball
Fireball Bats Musketeer
Musketeer
Fireball
Fireball
Bats Fireball Musketeer Guards
Royal Recruits Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Royal Recruits Fireball Musketeer
Fireball
Bats
Fireball Musketeer
Fireball
Fireball Musketeer
Fireball
Musketeer
Royal Recruits Fireball Musketeer
Fireball
Fireball Musketeer Royal Ghost
Fireball Musketeer
Fireball Musketeer
Bats Fireball Musketeer
Bats Fireball Musketeer Guards
Fireball
Fireball Musketeer
Fireball
Fireball
Bats Royal Recruits Fireball Musketeer Guards
Fireball Musketeer
Fireball
Fireball Musketeer
Fireball Musketeer
Fireball
Royal Recruits Musketeer
Bats Royal Recruits Fireball Musketeer Guards
Bats Fireball Musketeer
Royal Recruits Fireball Musketeer Royal Ghost
Fireball

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