My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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.

Musketeer Inferno Tower Hunter

Defensive buildings

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

Inferno Tower

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 Hunter Bowler

Offensive cards

Win conditions

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

Royal Hogs

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 Hogs

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 Royal Hogs

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.

Royal Hogs

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
Royal Hogs
Giant Snowball
Musketeer Royal Hogs
Zap
Inferno Tower Royal Hogs
Barbarian Barrel
Knight Musketeer Inferno Tower Royal Hogs Hunter
The Log
Musketeer Royal Hogs Hunter
Earthquake
Inferno Tower Royal Hogs
Arrows
Royal Hogs
Royal Delivery
Knight Musketeer Royal Hogs Hunter Bowler
Fireball
Musketeer Inferno Tower Royal Hogs Hunter Bowler
Poison
Musketeer Inferno Tower Royal Hogs Hunter
Lightning
Knight Musketeer Inferno Tower Hunter Bowler
Rocket
Musketeer Inferno Tower Royal Hogs Hunter Bowler

Against air swarms

Spells and units that can counter air swarms.

Fireball Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Hunter Bowler

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.

Knight Inferno Tower Bowler

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Knight Fireball Musketeer Hunter Inferno Tower Royal Hogs Bowler

Shortest cycle

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

11 Mirror Knight Fireball Musketeer

Attack Synergies 2 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.

Knight
Musketeer Fireball Royal Hogs Hunter
Fireball
Mirror Knight Royal Hogs
Musketeer
Knight Royal Hogs Mirror Bowler
Inferno Tower
Royal Hogs
Knight Fireball Musketeer Bowler
Mirror
Fireball Musketeer
Hunter
Knight Bowler
Bowler
Musketeer Royal Hogs Hunter

Defense Synergies 4 11

Knight
Musketeer Inferno Tower Hunter Fireball Bowler
Fireball
Mirror Knight Musketeer Inferno Tower
Musketeer
Knight Fireball Inferno Tower Mirror Bowler
Inferno Tower
Knight Fireball Musketeer Mirror
Royal Hogs
Mirror
Fireball Musketeer Inferno Tower Hunter Bowler
Hunter
Knight Mirror Bowler
Bowler
Knight Musketeer Mirror Hunter

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.

Bowler Knight Fireball Musketeer Inferno Tower
Inferno Tower Hunter Knight Musketeer
Inferno Tower Hunter Bowler Knight Musketeer
Inferno Tower Hunter Knight Musketeer Bowler
Fireball Bowler
Fireball Bowler Musketeer Hunter
Musketeer Inferno Tower Hunter Fireball
Bowler Fireball Musketeer Inferno Tower
Inferno Tower Hunter Musketeer
Knight Musketeer Inferno Tower Hunter Bowler
Knight Fireball Musketeer Hunter Bowler
Musketeer Inferno Tower Hunter Fireball
Inferno Tower Hunter Bowler Knight Fireball Musketeer
Fireball Bowler Hunter
Inferno Tower Knight Hunter
Inferno Tower Fireball Hunter Bowler
Knight Fireball Musketeer Inferno Tower Hunter Bowler
Fireball Knight Musketeer Hunter Bowler
Hunter Knight Fireball Musketeer Bowler
Musketeer Inferno Tower Hunter
Bowler Knight Fireball Musketeer Hunter

Counters to secondary win conditions

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

Knight Fireball Inferno Tower Bowler
Fireball Knight Musketeer Hunter Bowler
Knight Musketeer Inferno Tower Hunter Bowler
Hunter Bowler Knight Fireball Musketeer Inferno Tower
Inferno Tower Knight Musketeer Hunter Bowler
Fireball Musketeer Hunter
Knight Fireball Musketeer Inferno Tower Hunter Bowler
Inferno Tower Knight Hunter
Knight Fireball Inferno Tower
Inferno Tower Musketeer
Knight Musketeer Inferno Tower Hunter Bowler
Fireball Bowler
Bowler Knight Fireball Inferno Tower Hunter
Fireball Musketeer Bowler
Inferno Tower Knight Fireball Musketeer Hunter Bowler
Bowler Fireball Musketeer Inferno Tower Hunter
Fireball Inferno 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.)

Fireball Knight Musketeer
Fireball Musketeer Bowler
Fireball
Knight Fireball Musketeer
Fireball Bowler
Fireball Musketeer Hunter
Musketeer Bowler
Fireball Hunter Bowler
Fireball
Fireball Musketeer Bowler
Knight Fireball Musketeer Bowler
Fireball Musketeer
Knight Fireball Musketeer Hunter Bowler
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer Hunter Bowler
Fireball Musketeer Bowler
Fireball
Fireball Musketeer Hunter Bowler
Fireball Bowler
Fireball Musketeer Bowler
Fireball
Musketeer Bowler
Fireball Musketeer
Fireball Hunter Bowler
Fireball Musketeer Hunter Bowler
Fireball Musketeer Bowler
Fireball Musketeer
Fireball Musketeer Hunter
Fireball Musketeer
Fireball Bowler
Fireball Musketeer Hunter
Fireball
Fireball Bowler
Fireball Musketeer
Fireball Musketeer Hunter
Fireball
Fireball Knight Musketeer Hunter Bowler
Fireball Musketeer Bowler
Fireball
Musketeer
Fireball Musketeer Bowler
Fireball Musketeer
Fireball Musketeer Bowler
Fireball Bowler

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