My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Bats Tesla Musketeer

Defensive buildings

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

Tesla

Investments

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

Bats Tesla Musketeer Goblinstein

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.

Arrows Earthquake

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.

Earthquake

Dropped at the bridge

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

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
Bats Royal Hogs Guards
Giant Snowball
Bats Musketeer Royal Hogs Guards
Zap
Bats Royal Hogs Guards
Barbarian Barrel
Tesla Musketeer Royal Hogs Guards
The Log
Musketeer Royal Hogs Guards
Earthquake
Tesla Royal Hogs Guards
Arrows
Bats Royal Hogs Guards
Royal Delivery
Bats Musketeer Royal Hogs Guards
Fireball
Tesla Musketeer Royal Hogs
Poison
Bats Musketeer Royal Hogs Guards
Lightning
Tesla Musketeer Goblinstein
Rocket
Musketeer Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Earthquake

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 Arrows Guards

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.

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 Arrows Earthquake Guards Tesla Musketeer Royal Hogs Goblinstein

Shortest cycle

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

11 Bats Arrows Earthquake Guards

Attack Synergies 2 4

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
Royal Hogs
Arrows
Royal Hogs Earthquake
Tesla
Earthquake
Royal Hogs Arrows
Musketeer
Royal Hogs
Royal Hogs
Arrows Earthquake Bats Musketeer Guards
Guards
Royal Hogs
Goblinstein

Defense Synergies 2 6

Bats
Tesla Earthquake Musketeer
Arrows
Tesla
Tesla
Musketeer Bats Arrows Earthquake Guards
Earthquake
Bats Tesla
Musketeer
Tesla Guards Bats
Royal Hogs
Guards
Musketeer Tesla
Goblinstein

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.

Earthquake Tesla Musketeer
Bats Tesla Musketeer
Tesla Bats Musketeer
Tesla Bats Musketeer Guards
Arrows Earthquake
Arrows Bats Tesla Earthquake Musketeer Guards
Bats Tesla Musketeer Arrows
Earthquake Arrows Tesla Musketeer
Tesla Musketeer
Guards Tesla Musketeer
Bats Guards Arrows Tesla Earthquake Musketeer
Arrows Tesla Musketeer Bats
Tesla Bats Earthquake Musketeer Guards
Bats Arrows Tesla Earthquake Guards
Tesla
Tesla
Tesla Bats Arrows Musketeer
Arrows Tesla Bats Musketeer Guards
Arrows Earthquake Bats Tesla Musketeer Guards
Tesla Musketeer
Bats Arrows Tesla Earthquake Musketeer Guards

Counters to secondary win conditions

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

Guards Tesla
Arrows Tesla Musketeer
Guards Bats Musketeer
Guards Bats Tesla Musketeer
Tesla Musketeer Guards
Arrows Bats Tesla Musketeer
Guards Bats Tesla Musketeer
Tesla
Bats
Tesla Musketeer Guards
Bats Tesla Musketeer Guards
Arrows Guards
Tesla Guards
Tesla Musketeer
Tesla Guards Bats Musketeer
Bats Arrows Tesla Earthquake Musketeer
Arrows

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.)

Earthquake Arrows Musketeer Guards
Arrows Musketeer
Earthquake Arrows
Earthquake Arrows Musketeer Guards
Arrows Earthquake
Arrows Bats Musketeer
Arrows Earthquake Musketeer
Arrows Earthquake
Arrows
Bats Musketeer Guards
Arrows Earthquake Musketeer
Arrows Musketeer
Earthquake Musketeer
Earthquake Arrows Musketeer
Earthquake Arrows Musketeer
Earthquake Arrows Musketeer
Earthquake Arrows Musketeer
Arrows Earthquake
Bats
Arrows Earthquake Musketeer
Arrows Earthquake
Earthquake Musketeer
Arrows
Musketeer
Earthquake Arrows Musketeer
Arrows Earthquake
Arrows Earthquake Musketeer
Arrows Musketeer
Arrows Musketeer
Bats Arrows Musketeer
Bats Musketeer Guards
Arrows Earthquake Musketeer
Arrows
Arrows Earthquake
Earthquake Bats Musketeer Guards
Arrows Musketeer
Arrows
Musketeer
Arrows Earthquake Musketeer
Arrows
Musketeer
Bats Musketeer Guards
Bats Musketeer
Musketeer

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