My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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.

Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Rascals Musketeer

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 Rascals Musketeer Mega Knight

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 Fireball

Punishments

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

Hog Rider Mega Knight

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.

Knight Rascals Hog Rider Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Mega Knight

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 Mega Knight

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.

Arrows Knight Guards Fireball Musketeer Hog Rider Rascals Mega Knight

Shortest cycle

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

13 Arrows Knight Guards Fireball

Attack Synergies 6 9

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
Fireball Hog Rider Knight Mega Knight
Knight
Musketeer Hog Rider Arrows Fireball
Rascals
Musketeer Hog Rider
Fireball
Arrows Hog Rider Knight Mega Knight
Musketeer
Knight Hog Rider Rascals Mega Knight
Hog Rider
Arrows Knight Fireball Musketeer Rascals Guards Mega Knight
Guards
Hog Rider
Mega Knight
Arrows Fireball Musketeer Hog Rider

Defense Synergies 3 7

Arrows
Mega Knight Knight Fireball
Knight
Musketeer Arrows Fireball
Rascals
Musketeer
Fireball
Arrows Knight Musketeer Mega Knight
Musketeer
Knight Guards Rascals Fireball Mega Knight
Hog Rider
Guards
Musketeer
Mega Knight
Arrows Fireball 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.

Knight Fireball Musketeer
Knight Rascals Musketeer Mega Knight
Mega Knight Knight Rascals Musketeer
Knight Rascals Musketeer Guards Mega Knight
Arrows Fireball Mega Knight
Arrows Fireball Rascals Musketeer Guards Mega Knight
Musketeer Arrows Rascals Fireball
Arrows Rascals Fireball Musketeer Mega Knight
Rascals Musketeer
Knight Guards Rascals Musketeer Mega Knight
Guards Arrows Knight Rascals Fireball Musketeer Mega Knight
Arrows Musketeer Rascals Fireball
Mega Knight Knight Rascals Fireball Musketeer Guards
Fireball Mega Knight Arrows Rascals Guards
Knight Rascals Mega Knight
Rascals Fireball Mega Knight
Mega Knight Arrows Knight Rascals Fireball Musketeer
Arrows Fireball Mega Knight Knight Rascals Musketeer Guards
Arrows Knight Rascals Fireball Musketeer Guards Mega Knight
Musketeer
Rascals Mega Knight Arrows Knight Fireball Musketeer Guards

Counters to secondary win conditions

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

Knight Rascals Guards Mega Knight Fireball
Fireball Arrows Knight Musketeer Mega Knight
Guards Mega Knight Knight Rascals Musketeer
Guards Mega Knight Knight Rascals Fireball Musketeer
Knight Rascals Musketeer Guards Mega Knight
Arrows Fireball Rascals Musketeer
Rascals Guards Knight Fireball Musketeer
Mega Knight Knight Rascals
Mega Knight Knight Fireball
Musketeer Guards
Mega Knight Knight Rascals Musketeer Guards
Mega Knight Arrows Fireball Guards
Rascals Mega Knight Knight Fireball Guards
Rascals Fireball Musketeer Mega Knight
Rascals Guards Knight Fireball Musketeer
Arrows Mega Knight Rascals Fireball Musketeer
Arrows 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 Arrows Knight Rascals Musketeer Guards
Arrows Fireball Musketeer
Arrows Fireball
Arrows Knight Rascals Fireball Musketeer Guards
Fireball Arrows Mega Knight
Arrows Fireball Musketeer
Arrows Musketeer
Arrows Fireball
Arrows Fireball
Fireball Musketeer Guards
Arrows Knight Fireball Musketeer
Fireball Arrows Musketeer
Knight Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer Mega Knight
Arrows Fireball
Arrows Fireball Musketeer Mega Knight
Arrows Fireball Mega Knight
Fireball Musketeer Mega Knight
Arrows Fireball
Musketeer
Arrows Fireball Musketeer
Arrows Fireball Mega Knight
Arrows Fireball Musketeer
Fireball Arrows Musketeer Mega Knight
Fireball Arrows Musketeer
Arrows Fireball Musketeer
Fireball Musketeer Guards
Fireball
Arrows Fireball Musketeer Mega Knight
Arrows Fireball
Mega Knight
Arrows Fireball
Fireball Musketeer Guards
Fireball Arrows Musketeer
Arrows Fireball
Fireball Knight Rascals Musketeer Mega Knight
Arrows Fireball Musketeer
Arrows Fireball
Musketeer Mega Knight
Rascals Fireball Musketeer Guards
Fireball Musketeer
Fireball Musketeer Mega Knight
Fireball Mega Knight

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