My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Great!
Versatility
Godly!
F2P score
Great!

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Musketeer Witch

Defensive buildings

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

Mortar

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 Witch

Offensive cards

Win conditions

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

Mortar 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.

Mortar 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.

Electro Spirit Mortar 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.

Electro Spirit 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 Skeleton Army
Giant Snowball
Bats Musketeer Hog Rider Skeleton Army Witch
Zap
Bats Mortar Skeleton Army Witch
Barbarian Barrel
Electro Spirit Mortar Musketeer Skeleton Army Witch
The Log
Electro Spirit Musketeer Hog Rider Skeleton Army Witch
Earthquake
Mortar Hog Rider Skeleton Army Witch
Arrows
Electro Spirit Bats Skeleton Army Witch
Royal Delivery
Electro Spirit Bats Musketeer Hog Rider Skeleton Army Witch
Fireball
Mortar Musketeer Hog Rider Skeleton Army Witch
Poison
Bats Mortar Musketeer Skeleton Army Witch
Lightning
Mortar Musketeer Witch
Rocket
Mortar Musketeer Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Mortar

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.

Electro Spirit Bats 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.

Musketeer Witch

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Bats Zap Skeleton Army Mortar Musketeer Hog Rider Witch

Shortest cycle

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

8 Electro Spirit Bats Zap Skeleton Army

Attack Synergies 3 10

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.

Electro Spirit
Zap Hog Rider
Bats
Hog Rider Zap Mortar
Zap
Hog Rider Electro Spirit Bats Mortar Musketeer Witch
Mortar
Bats Zap Musketeer Hog Rider
Musketeer
Hog Rider Zap Mortar
Hog Rider
Bats Zap Musketeer Electro Spirit Mortar Witch
Skeleton Army
Witch
Zap Hog Rider

Defense Synergies 0 11

Electro Spirit
Zap
Bats
Zap Mortar Musketeer
Zap
Electro Spirit Bats Mortar Musketeer Skeleton Army Witch
Mortar
Bats Zap Musketeer Skeleton Army
Musketeer
Bats Zap Mortar Skeleton Army
Hog Rider
Skeleton Army
Zap Mortar Musketeer
Witch
Zap

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 Mortar Musketeer
Skeleton Army Bats Zap Mortar Musketeer Witch
Mortar Skeleton Army Witch Bats Musketeer
Skeleton Army Witch Bats Mortar Musketeer
Skeleton Army
Skeleton Army Electro Spirit Bats Zap Musketeer
Bats Musketeer Electro Spirit Zap Mortar Witch
Electro Spirit Zap Musketeer
Witch Mortar Musketeer Skeleton Army
Skeleton Army Musketeer
Bats Skeleton Army Witch Electro Spirit Zap Musketeer
Musketeer Bats Zap Witch
Mortar Skeleton Army Bats Zap Musketeer Witch
Skeleton Army Electro Spirit Bats Zap Mortar Witch
Skeleton Army Mortar
Skeleton Army Zap Mortar
Bats Mortar Musketeer Skeleton Army Witch
Mortar Electro Spirit Bats Zap Musketeer Skeleton Army Witch
Zap Mortar Witch Electro Spirit Bats Musketeer
Mortar Musketeer
Skeleton Army Electro Spirit Bats Musketeer Witch
Mortar Skeleton Army

Counters to secondary win conditions

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

Skeleton Army Zap Witch
Zap Mortar Musketeer
Skeleton Army Bats Zap Musketeer Witch
Skeleton Army Bats Zap Musketeer
Musketeer Skeleton Army Witch
Electro Spirit Bats Zap Musketeer Witch
Skeleton Army Bats Musketeer Witch
Skeleton Army
Zap Electro Spirit Bats Mortar Skeleton Army Witch
Witch Musketeer Skeleton Army
Bats Musketeer Witch
Skeleton Army Zap
Skeleton Army Witch
Musketeer Skeleton Army Witch
Skeleton Army Witch Electro Spirit Bats Zap Mortar Musketeer
Bats Electro Spirit Zap Musketeer Witch
Electro Spirit Zap Mortar

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.)

Mortar Musketeer
Mortar Zap Musketeer
Musketeer
Zap Mortar
Electro Spirit Bats Zap Musketeer Witch
Mortar Musketeer Witch
Zap
Zap Mortar
Bats Musketeer
Zap Mortar Musketeer
Zap Musketeer
Mortar Musketeer
Mortar Musketeer
Zap Mortar Musketeer
Zap Mortar Musketeer Witch
Mortar Musketeer
Mortar
Bats
Zap Mortar Musketeer
Zap Mortar Witch
Musketeer
Musketeer
Zap Mortar Musketeer
Zap Electro Spirit Mortar Witch
Witch
Mortar Zap Musketeer Witch
Zap Mortar Musketeer Witch
Zap Mortar Musketeer
Bats Zap Musketeer Witch
Zap Electro Spirit Bats Musketeer Witch
Zap Mortar Musketeer
Zap Electro Spirit
Zap Electro Spirit Bats Musketeer Skeleton Army Witch
Zap Musketeer Witch
Musketeer
Zap Mortar Musketeer
Zap
Musketeer
Zap Electro Spirit Bats Musketeer Witch
Bats Zap Musketeer Witch
Zap Mortar Musketeer Witch
Mortar

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