My Best Clash Royale Deck

Deck Check Rating

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

2 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 No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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

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 Bowler

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

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.

Knight 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

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
Barbarian Barrel
Skeletons Knight Cannon Musketeer
The Log
Skeletons Cannon Musketeer Hog Rider
Earthquake
Skeletons Cannon Hog Rider
Arrows
Skeletons
Royal Delivery
Skeletons Knight Musketeer Hog Rider Bowler
Fireball
Cannon Musketeer Hog Rider Bowler
Poison
Cannon Musketeer
Lightning
Knight Cannon Musketeer Bowler
Rocket
Musketeer Hog Rider Bowler

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Bowler The Log

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.

Knight Bowler

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.

Skeletons The Log Knight Cannon Earthquake Musketeer Hog Rider Bowler

Shortest cycle

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

9 Skeletons The Log Knight Cannon

Attack Synergies 5 7

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
Knight
Musketeer Hog Rider Earthquake The Log
Cannon
Earthquake
Hog Rider Knight The Log
Musketeer
Knight Hog Rider Bowler The Log
Hog Rider
Knight Earthquake Musketeer The Log Bowler
Bowler
Musketeer Hog Rider The Log
The Log
Hog Rider Knight Earthquake Musketeer Bowler

Defense Synergies 8 11

Skeletons
Cannon Musketeer Knight Earthquake Bowler The Log
Knight
Cannon Musketeer Skeletons Earthquake Bowler The Log
Cannon
Skeletons Knight Musketeer The Log Earthquake Bowler
Earthquake
Skeletons Knight Cannon The Log
Musketeer
Skeletons Knight Cannon The Log Bowler
Hog Rider
Bowler
The Log Skeletons Knight Cannon Musketeer
The Log
Cannon Musketeer Bowler Skeletons Knight Earthquake

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 Knight Cannon Musketeer The Log
Skeletons Knight Cannon Musketeer The Log
Cannon Bowler Skeletons Knight Musketeer
Cannon Skeletons Knight Musketeer Bowler
Earthquake Bowler The Log
Bowler The Log Skeletons Cannon Earthquake Musketeer
Musketeer Cannon
Earthquake Bowler Cannon Musketeer The Log
Cannon Skeletons Musketeer
Knight Skeletons Cannon Musketeer Bowler
Skeletons Knight Cannon Earthquake Musketeer Bowler The Log
Musketeer
Cannon Bowler Skeletons Knight Earthquake Musketeer The Log
Bowler Cannon Earthquake The Log
Knight Cannon
Cannon Bowler The Log
Skeletons Knight Cannon Musketeer Bowler
Cannon Knight Musketeer Bowler The Log
Earthquake The Log Knight Cannon Musketeer Bowler
Cannon Musketeer
Bowler Knight Cannon Earthquake Musketeer The Log

Counters to secondary win conditions

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

Knight Skeletons Bowler
Knight Musketeer Bowler The Log
Skeletons Knight Musketeer Bowler The Log
Bowler Knight Musketeer The Log
Skeletons Knight Cannon Musketeer Bowler
Skeletons Musketeer
Skeletons Knight Musketeer Bowler
Knight
Skeletons Knight The Log
Skeletons Cannon Musketeer
Knight Musketeer Bowler
Bowler The Log
Bowler Skeletons Knight Cannon
Cannon Musketeer Bowler
Skeletons Knight Musketeer Bowler The Log
Bowler Cannon Earthquake Musketeer The Log
Cannon

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 Knight Musketeer The Log
Musketeer Bowler The Log
Earthquake The Log
Earthquake Knight Musketeer The Log
Earthquake Bowler The Log
Musketeer
Earthquake Musketeer Bowler The Log
Earthquake The Log Bowler
The Log
Musketeer Bowler
Knight Earthquake Musketeer Bowler The Log
Musketeer
Earthquake Knight Musketeer Bowler The Log
Earthquake Musketeer
Earthquake Musketeer The Log
Earthquake Musketeer Bowler The Log
Earthquake Musketeer Bowler The Log
Earthquake
Earthquake Musketeer Bowler The Log
Earthquake Bowler The Log
Earthquake Musketeer Bowler The Log
Musketeer Bowler The Log
Earthquake Musketeer The Log
Earthquake The Log Bowler
The Log Earthquake Musketeer Bowler
Musketeer Bowler The Log
Musketeer The Log
Musketeer
Musketeer
Bowler
Earthquake Musketeer The Log
Earthquake Bowler The Log
Earthquake Musketeer
Musketeer
The Log
Knight Musketeer Bowler
The Log Earthquake Musketeer Bowler
Musketeer
Musketeer Bowler The Log
Musketeer
Musketeer Bowler The Log
Bowler

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