My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Good
Versatility
Good
F2P score
Bad

1 warnings Why?

Deck tips

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

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!

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 Musketeer Ice Wizard

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.

Musketeer Bowler Ice Wizard Royal Ghost

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.

Earthquake The Log

Punishments

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

Hog Rider Royal Ghost

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.

Fire Spirit Hog Rider Royal Ghost

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 Royal Ghost

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
Giant Snowball
Fire Spirit Musketeer Hog Rider
Zap
Fire Spirit
Barbarian Barrel
Fire Spirit Musketeer Ice Wizard Royal Ghost
The Log
Fire Spirit Musketeer Hog Rider
Earthquake
Hog Rider
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Musketeer Hog Rider Bowler Ice Wizard Royal Ghost
Fireball
Musketeer Hog Rider Bowler Ice Wizard
Poison
Musketeer Ice Wizard
Lightning
Musketeer Bowler Ice Wizard
Rocket
Musketeer Hog Rider Bowler

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Earthquake Bowler The Log Ice Wizard Royal Ghost

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 Bowler Ice Wizard Royal Ghost

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 Ice Wizard

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit The Log Earthquake Ice Wizard Royal Ghost Musketeer Hog Rider Bowler

Shortest cycle

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

9 Fire Spirit The Log Earthquake Ice Wizard

Attack Synergies 4 8

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 Bowler
Earthquake
Hog Rider The Log
Musketeer
Hog Rider Bowler The Log Royal Ghost
Hog Rider
Fire Spirit Earthquake Musketeer The Log Bowler
Bowler
Fire Spirit Musketeer Hog Rider The Log Ice Wizard
The Log
Hog Rider Earthquake Musketeer Bowler
Ice Wizard
Bowler
Royal Ghost
Musketeer

Defense Synergies 2 8

Fire Spirit
The Log
Earthquake
The Log Ice Wizard
Musketeer
The Log Bowler Royal Ghost
Hog Rider
Bowler
The Log Musketeer Ice Wizard
The Log
Musketeer Bowler Fire Spirit Earthquake Ice Wizard Royal Ghost
Ice Wizard
Earthquake Bowler The Log
Royal Ghost
Musketeer The Log

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 Bowler Musketeer The Log
Musketeer The Log Ice Wizard
Bowler Fire Spirit Musketeer Ice Wizard
Musketeer Bowler Ice Wizard
Earthquake Bowler The Log
Bowler The Log Fire Spirit Earthquake Musketeer Ice Wizard Royal Ghost
Musketeer Fire Spirit Ice Wizard
Earthquake Bowler Musketeer The Log
Musketeer Ice Wizard
Fire Spirit Musketeer Bowler Ice Wizard Royal Ghost
Ice Wizard Earthquake Musketeer Bowler The Log Royal Ghost
Musketeer Ice Wizard
Bowler Fire Spirit Earthquake Musketeer The Log Ice Wizard
Fire Spirit Bowler Earthquake The Log Royal Ghost
Bowler The Log
Musketeer Bowler
Fire Spirit Musketeer Bowler The Log Ice Wizard Royal Ghost
Earthquake The Log Fire Spirit Musketeer Bowler Ice Wizard Royal Ghost
Musketeer
Bowler Royal Ghost Fire Spirit Earthquake Musketeer The Log

Counters to secondary win conditions

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

Bowler Royal Ghost
Musketeer Bowler The Log Royal Ghost
Musketeer Bowler The Log
Bowler Musketeer The Log
Musketeer Bowler
Fire Spirit Musketeer Ice Wizard
Musketeer Bowler Ice Wizard
The Log
Musketeer
Musketeer Bowler
Bowler The Log
Bowler
Musketeer Bowler
Musketeer Bowler The Log
Bowler Earthquake Musketeer The Log Ice Wizard Royal Ghost
Ice Wizard

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 Musketeer The Log Royal Ghost
Musketeer Bowler The Log Ice Wizard Royal Ghost
Earthquake The Log
Earthquake Musketeer The Log
Fire Spirit Earthquake Bowler The Log
Fire Spirit Musketeer Ice Wizard
Fire Spirit Earthquake Musketeer Bowler The Log
Earthquake The Log Fire Spirit Bowler Ice Wizard
The Log
Fire Spirit Musketeer Bowler
Earthquake Musketeer Bowler The Log
Fire Spirit Musketeer
Earthquake Fire Spirit Musketeer Bowler The Log
Earthquake Musketeer
Earthquake Musketeer The Log
Earthquake Musketeer Bowler The Log
Earthquake Musketeer Bowler The Log
Earthquake
Fire Spirit Earthquake Musketeer Bowler The Log
Fire Spirit Earthquake Bowler The Log
Earthquake Musketeer Bowler The Log
Musketeer Bowler The Log
Earthquake Musketeer The Log
Earthquake The Log Fire Spirit Bowler Ice Wizard
The Log Earthquake Musketeer Bowler Ice Wizard Royal Ghost
Musketeer Bowler The Log
Musketeer The Log
Fire Spirit Musketeer Ice Wizard
Musketeer
Bowler
Earthquake Musketeer The Log
Earthquake Bowler The Log
Earthquake Fire Spirit Musketeer
Fire Spirit Musketeer Ice Wizard
The Log
Musketeer Bowler
The Log Earthquake Musketeer Bowler
Musketeer
Musketeer Bowler The Log
Musketeer
Musketeer Bowler The Log Royal Ghost
Bowler

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