My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
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.

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!

Similar decks

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.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats 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 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 Guards Skeleton Army
Giant Snowball
Fire Spirit Bats Musketeer Hog Rider Guards Skeleton Army
Zap
Fire Spirit Bats Guards Skeleton Army
Barbarian Barrel
Fire Spirit Musketeer Bomb Tower Guards Skeleton Army
The Log
Fire Spirit Musketeer Hog Rider Guards Skeleton Army
Earthquake
Bomb Tower Hog Rider Guards Skeleton Army
Arrows
Fire Spirit Bats Guards Skeleton Army
Royal Delivery
Fire Spirit Bats Musketeer Hog Rider Guards Skeleton Army
Fireball
Musketeer Bomb Tower Hog Rider Skeleton Army
Poison
Bats Musketeer Bomb Tower Guards Skeleton Army
Lightning
Musketeer Bomb Tower
Rocket
Musketeer Bomb Tower 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 Bomb Tower

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 Guards Skeleton Army

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.

Skeleton Army

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 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.

Fire Spirit Bats Zap Guards Skeleton Army Musketeer Bomb Tower Hog Rider

Shortest cycle

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

8 Fire Spirit Bats Zap Guards

Attack Synergies 4 5

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
Bats
Hog Rider Zap
Zap
Hog Rider Fire Spirit Bats Musketeer Guards
Musketeer
Hog Rider Zap
Bomb Tower
Hog Rider
Fire Spirit Bats Zap Musketeer Guards
Guards
Zap Hog Rider
Skeleton Army

Defense Synergies 2 11

Fire Spirit
Zap
Bats
Zap Musketeer Bomb Tower
Zap
Bomb Tower Fire Spirit Bats Musketeer Guards Skeleton Army
Musketeer
Guards Bats Zap Bomb Tower Skeleton Army
Bomb Tower
Zap Bats Musketeer Skeleton Army
Hog Rider
Guards
Musketeer Zap Skeleton Army
Skeleton Army
Zap Musketeer Bomb Tower Guards

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 Musketeer
Bomb Tower Skeleton Army Bats Zap Musketeer
Bomb Tower Skeleton Army Fire Spirit Bats Musketeer
Bomb Tower Skeleton Army Bats Musketeer Guards
Bomb Tower Skeleton Army
Skeleton Army Fire Spirit Bats Zap Musketeer Bomb Tower Guards
Bats Musketeer Fire Spirit Zap Bomb Tower
Zap Musketeer Bomb Tower
Musketeer Bomb Tower Skeleton Army
Guards Skeleton Army Fire Spirit Musketeer
Bats Guards Skeleton Army Zap Musketeer Bomb Tower
Musketeer Bats Zap
Bomb Tower Skeleton Army Fire Spirit Bats Zap Musketeer Guards
Fire Spirit Bomb Tower Skeleton Army Bats Zap Guards
Skeleton Army Bomb Tower
Bomb Tower Skeleton Army Zap
Bomb Tower Bats Musketeer Skeleton Army
Fire Spirit Bomb Tower Bats Zap Musketeer Guards Skeleton Army
Zap Bomb Tower Fire Spirit Bats Musketeer Guards
Musketeer Bomb Tower
Skeleton Army Fire Spirit Bats Musketeer Bomb Tower Guards
Bomb Tower

Counters to secondary win conditions

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

Guards Skeleton Army Zap
Zap Musketeer Bomb Tower
Guards Skeleton Army Bats Zap Musketeer Bomb Tower
Guards Skeleton Army Bats Zap Musketeer
Musketeer Guards Skeleton Army
Fire Spirit Bats Zap Musketeer Bomb Tower
Guards Skeleton Army Bats Musketeer Bomb Tower
Bomb Tower Skeleton Army
Zap Bats Bomb Tower Skeleton Army
Musketeer Guards Skeleton Army
Bats Musketeer Bomb Tower Guards
Skeleton Army Zap Guards
Skeleton Army Bomb Tower Guards
Musketeer Bomb Tower Skeleton Army
Guards Skeleton Army Bats Zap Musketeer Bomb Tower
Bats Zap Musketeer Bomb Tower
Zap Bomb Tower

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.)

Musketeer Guards
Zap Musketeer
Musketeer Guards
Fire Spirit Zap
Fire Spirit Bats Zap Musketeer
Fire Spirit Musketeer
Fire Spirit Zap
Zap
Fire Spirit Bats Musketeer Guards
Zap Musketeer
Fire Spirit Zap Musketeer
Fire Spirit Musketeer
Musketeer
Zap Musketeer
Zap Musketeer
Musketeer
Bats
Fire Spirit Zap Musketeer
Fire Spirit Zap
Musketeer
Musketeer
Zap Musketeer
Zap Fire Spirit
Zap Musketeer
Zap Musketeer
Zap Musketeer
Fire Spirit Bats Zap Musketeer
Zap Bats Musketeer Guards
Zap Musketeer
Zap
Zap Fire Spirit Bats Musketeer Guards Skeleton Army
Fire Spirit Zap Musketeer
Musketeer
Zap Musketeer
Zap
Musketeer
Zap Bats Musketeer Guards
Bats Zap Musketeer
Zap Musketeer

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