My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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!
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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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 Baby Dragon

Defensive buildings

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

Cannon Bomb Tower

Investments

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

Skeletons Knight Musketeer Baby Dragon

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.

Missing

Punishments

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

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 Knight Hog Rider Baby Dragon

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
Skeletons Hog Rider
Giant Snowball
Skeletons Cannon Musketeer Hog Rider Baby Dragon
Zap
Skeletons Cannon
Barbarian Barrel
Skeletons Electro Spirit Knight Cannon Musketeer Bomb Tower
The Log
Skeletons Electro Spirit Cannon Musketeer Hog Rider
Earthquake
Skeletons Cannon Bomb Tower Hog Rider
Arrows
Skeletons Electro Spirit
Royal Delivery
Skeletons Electro Spirit Knight Musketeer Hog Rider Baby Dragon
Fireball
Cannon Musketeer Bomb Tower Hog Rider Baby Dragon
Poison
Cannon Musketeer Bomb Tower
Lightning
Knight Cannon Musketeer Bomb Tower Baby Dragon
Rocket
Musketeer Bomb Tower Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomb Tower Baby Dragon

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.

Electro Spirit Knight Baby Dragon

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Knight Cannon Musketeer Bomb Tower Hog Rider Baby Dragon

Shortest cycle

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

8 Skeletons Electro Spirit Knight Cannon

Attack Synergies 4 3

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
Electro Spirit
Hog Rider
Knight
Musketeer Hog Rider Baby Dragon
Cannon
Musketeer
Knight Hog Rider Baby Dragon
Bomb Tower
Hog Rider
Knight Musketeer Electro Spirit Baby Dragon
Baby Dragon
Knight Musketeer Hog Rider

Defense Synergies 6 10

Skeletons
Cannon Musketeer Electro Spirit Knight Bomb Tower Baby Dragon
Electro Spirit
Skeletons Baby Dragon
Knight
Cannon Musketeer Bomb Tower Skeletons Baby Dragon
Cannon
Skeletons Knight Musketeer Baby Dragon
Musketeer
Skeletons Knight Cannon Bomb Tower Baby Dragon
Bomb Tower
Knight Skeletons Musketeer Baby Dragon
Hog Rider
Baby Dragon
Skeletons Electro Spirit Knight Cannon Musketeer Bomb Tower

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.

Knight Cannon Musketeer Baby Dragon
Bomb Tower Skeletons Knight Cannon Musketeer
Cannon Bomb Tower Skeletons Knight Musketeer
Cannon Bomb Tower Skeletons Knight Musketeer
Bomb Tower
Skeletons Electro Spirit Cannon Musketeer Bomb Tower Baby Dragon
Musketeer Electro Spirit Cannon Bomb Tower Baby Dragon
Electro Spirit Cannon Musketeer Bomb Tower Baby Dragon
Cannon Skeletons Musketeer Bomb Tower
Knight Skeletons Cannon Musketeer
Skeletons Electro Spirit Knight Cannon Musketeer Bomb Tower Baby Dragon
Musketeer Baby Dragon
Cannon Bomb Tower Skeletons Knight Musketeer
Bomb Tower Electro Spirit Cannon Baby Dragon
Knight Cannon Bomb Tower
Bomb Tower Cannon
Bomb Tower Skeletons Knight Cannon Musketeer
Cannon Bomb Tower Electro Spirit Knight Musketeer Baby Dragon
Bomb Tower Baby Dragon Electro Spirit Knight Cannon Musketeer
Cannon Musketeer Bomb Tower
Electro Spirit Knight Cannon Musketeer Bomb Tower Baby Dragon

Counters to secondary win conditions

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

Knight Skeletons
Knight Musketeer Bomb Tower Baby Dragon
Skeletons Knight Musketeer Bomb Tower
Knight Musketeer
Skeletons Knight Cannon Musketeer
Skeletons Electro Spirit Musketeer Bomb Tower Baby Dragon
Skeletons Knight Musketeer Bomb Tower
Knight Bomb Tower
Skeletons Electro Spirit Knight Bomb Tower Baby Dragon
Skeletons Cannon Musketeer
Knight Musketeer Bomb Tower
Skeletons Knight Cannon Bomb Tower
Cannon Musketeer Bomb Tower Baby Dragon
Skeletons Electro Spirit Knight Musketeer Bomb Tower Baby Dragon
Electro Spirit Cannon Musketeer Bomb Tower Baby Dragon
Electro Spirit Cannon Bomb 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.)

Knight Musketeer Baby Dragon
Musketeer Baby Dragon
Baby Dragon
Knight Musketeer
Baby Dragon
Electro Spirit Musketeer Baby Dragon
Musketeer Baby Dragon
Baby Dragon
Musketeer
Knight Musketeer
Musketeer Baby Dragon
Knight Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon
Baby Dragon
Musketeer Baby Dragon
Musketeer
Musketeer Baby Dragon
Electro Spirit Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon
Electro Spirit Musketeer
Musketeer
Electro Spirit
Electro Spirit Musketeer
Musketeer Baby Dragon
Knight Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer
Electro Spirit Musketeer Baby Dragon
Musketeer
Musketeer Baby Dragon

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