My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!
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!
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

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 Musketeer

Offensive cards

Win conditions

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

Hog Rider Royal Hogs

Damage spells

Spells in your deck. Having at least one or two is recommended.

Rage 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 Hogs

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.

Hog Rider Royal Hogs

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 Hogs

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

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower 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.

Rage

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 Rage The Log Cannon Musketeer Bomb Tower Hog Rider Royal Hogs

Shortest cycle

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

8 Skeletons Rage The Log Cannon

Attack Synergies 3 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
Cannon
Musketeer
Hog Rider Royal Hogs The Log
Bomb Tower
Hog Rider
Musketeer Rage The Log
Royal Hogs
Musketeer The Log
Rage
Hog Rider
The Log
Hog Rider Musketeer Royal Hogs

Defense Synergies 6 3

Skeletons
Cannon Musketeer Bomb Tower The Log
Cannon
Skeletons Musketeer The Log
Musketeer
Skeletons Cannon The Log Bomb Tower
Bomb Tower
The Log Skeletons Musketeer
Hog Rider
Royal Hogs
Rage
The Log
Cannon Musketeer Bomb Tower Skeletons

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 Musketeer The Log
Bomb Tower Skeletons Cannon Musketeer The Log
Cannon Bomb Tower Skeletons Musketeer
Cannon Bomb Tower Skeletons Musketeer
Bomb Tower The Log
The Log Skeletons Cannon Musketeer Bomb Tower
Musketeer Cannon Bomb Tower
Cannon Musketeer Bomb Tower The Log
Cannon Skeletons Musketeer Bomb Tower
Skeletons Cannon Musketeer
Skeletons Cannon Musketeer Bomb Tower The Log
Musketeer
Cannon Bomb Tower Skeletons Musketeer The Log
Bomb Tower Cannon The Log
Cannon Bomb Tower
Bomb Tower Cannon The Log
Bomb Tower Skeletons Cannon Musketeer
Cannon Bomb Tower Musketeer The Log
Bomb Tower The Log Cannon Musketeer
Cannon Musketeer Bomb Tower
Cannon Musketeer Bomb Tower The Log
Cannon Bomb Tower

Counters to secondary win conditions

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

Skeletons
Musketeer Bomb Tower The Log
Skeletons Musketeer Bomb Tower The Log
Musketeer The Log
Skeletons Cannon Musketeer
Skeletons Musketeer Bomb Tower
Skeletons Musketeer Bomb Tower
Bomb Tower
Skeletons Bomb Tower The Log
Skeletons Cannon Musketeer
Musketeer Bomb Tower
The Log
Skeletons Cannon Bomb Tower
Cannon Musketeer Bomb Tower
Skeletons Musketeer Bomb Tower The Log
Cannon Musketeer Bomb Tower The Log
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.)

Musketeer The Log
Musketeer The Log
The Log
Musketeer The Log
The Log
Musketeer
Musketeer The Log
The Log
The Log
Musketeer
Musketeer The Log
Musketeer
Musketeer The Log
Musketeer
Musketeer The Log
Musketeer The Log
Musketeer The Log
Musketeer The Log
The Log
Musketeer The Log
Musketeer The Log
Musketeer The Log
The Log
The Log Musketeer
Musketeer The Log
Musketeer The Log
Musketeer
Musketeer
Musketeer The Log
The Log
Musketeer
Musketeer
The Log
Musketeer
The Log Musketeer
Musketeer
Musketeer The Log
Musketeer
Musketeer The Log

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