My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Musketeer

Defensive buildings

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

Cannon Mortar

Investments

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

Skeletons Musketeer Monk

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.

Arrows Fireball

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.

Fireball

Dropped at the bridge

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

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.

Hog Rider Monk

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
Skeletons Hog Rider
Giant Snowball
Skeletons Cannon Musketeer Hog Rider
Zap
Skeletons Cannon Mortar
Barbarian Barrel
Skeletons Cannon Mortar Musketeer
The Log
Skeletons Cannon Musketeer Hog Rider
Earthquake
Skeletons Cannon Mortar Hog Rider
Arrows
Skeletons
Royal Delivery
Skeletons Musketeer Hog Rider
Fireball
Cannon Mortar Musketeer Hog Rider
Poison
Cannon Mortar Musketeer
Lightning
Cannon Mortar Musketeer Monk
Rocket
Mortar Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Fireball

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.

Arrows

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Cannon Mortar Fireball Musketeer Hog Rider Monk

Shortest cycle

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

11 Skeletons Arrows Cannon Mortar

Attack Synergies 4 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.

Skeletons
Arrows
Fireball Hog Rider Mortar
Cannon
Mortar
Arrows Fireball Musketeer Hog Rider
Fireball
Arrows Hog Rider Mortar
Musketeer
Hog Rider Mortar
Hog Rider
Arrows Fireball Musketeer Mortar
Monk

Defense Synergies 3 10

Skeletons
Cannon Musketeer Mortar Monk
Arrows
Cannon Mortar Fireball Monk
Cannon
Skeletons Musketeer Arrows Fireball
Mortar
Skeletons Arrows Fireball Musketeer
Fireball
Arrows Cannon Mortar Musketeer
Musketeer
Skeletons Cannon Mortar Fireball
Hog Rider
Monk
Skeletons Arrows

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.

Cannon Mortar Fireball Musketeer
Skeletons Cannon Mortar Musketeer Monk
Cannon Mortar Skeletons Musketeer
Cannon Skeletons Mortar Musketeer Monk
Arrows Fireball Monk
Arrows Fireball Skeletons Cannon Musketeer
Musketeer Arrows Cannon Mortar Fireball
Arrows Cannon Fireball Musketeer Monk
Cannon Skeletons Mortar Musketeer
Skeletons Cannon Musketeer
Skeletons Arrows Cannon Fireball Musketeer
Arrows Musketeer Fireball
Cannon Mortar Skeletons Fireball Musketeer
Fireball Arrows Cannon Mortar
Cannon Mortar
Monk Cannon Mortar Fireball
Skeletons Arrows Cannon Mortar Fireball Musketeer
Arrows Cannon Mortar Fireball Musketeer
Arrows Mortar Cannon Fireball Musketeer
Cannon Mortar Musketeer
Arrows Cannon Fireball Musketeer
Cannon Mortar

Counters to secondary win conditions

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

Skeletons Fireball
Fireball Arrows Mortar Musketeer Monk
Skeletons Musketeer
Fireball Musketeer Monk
Skeletons Cannon Musketeer
Arrows Fireball Skeletons Musketeer Monk
Skeletons Fireball Musketeer
Skeletons Mortar Fireball Monk
Skeletons Cannon Musketeer
Musketeer
Monk Arrows Fireball
Skeletons Cannon Fireball
Cannon Fireball Musketeer
Skeletons Mortar Fireball Musketeer Monk
Arrows Cannon Fireball Musketeer
Arrows Cannon Mortar Fireball

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 Arrows Mortar Musketeer Monk
Arrows Mortar Fireball Monk Musketeer
Arrows Fireball
Arrows Fireball Musketeer
Fireball Arrows Mortar
Arrows Fireball Musketeer Monk
Arrows Mortar Musketeer
Arrows Fireball
Arrows Fireball Monk Mortar
Fireball Musketeer
Monk Arrows Mortar Fireball Musketeer
Fireball Monk Arrows Musketeer
Mortar Fireball Musketeer
Arrows Mortar Fireball Musketeer Monk
Arrows Mortar Fireball Musketeer
Arrows Mortar Fireball Musketeer
Arrows Mortar Fireball Musketeer
Monk Arrows Mortar Fireball
Arrows Mortar Fireball Musketeer Monk
Arrows Mortar Fireball Monk
Fireball Musketeer Monk
Arrows Fireball
Musketeer Monk
Arrows Mortar Fireball Musketeer Monk
Arrows Mortar Fireball
Arrows Mortar Fireball Musketeer Monk
Fireball Arrows Mortar Musketeer Monk
Fireball Arrows Mortar Musketeer
Arrows Fireball Musketeer
Fireball Musketeer
Fireball
Arrows Mortar Fireball Musketeer
Arrows Fireball Monk
Arrows Fireball Monk
Fireball Musketeer
Fireball Arrows Musketeer Monk
Arrows Fireball
Fireball Musketeer
Arrows Mortar Fireball Musketeer
Monk Arrows Fireball
Musketeer
Fireball Musketeer
Fireball Musketeer
Mortar Fireball Musketeer Monk
Fireball Mortar Monk

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