My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

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.

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

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.

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.

Electro Spirit Barbarians 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.

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 Barbarians Musketeer Hog Rider
Zap
Skeletons
Barbarian Barrel
Skeletons Electro Spirit Barbarians Musketeer Bomb Tower
The Log
Skeletons Electro Spirit Barbarians Musketeer Hog Rider
Earthquake
Skeletons Barbarians Bomb Tower Hog Rider
Arrows
Skeletons Electro Spirit
Royal Delivery
Skeletons Electro Spirit Barbarians Musketeer Hog Rider
Fireball
Barbarians Musketeer Bomb Tower Hog Rider
Poison
Barbarians Musketeer Bomb Tower
Lightning
Musketeer Bomb Tower
Rocket
Barbarians Musketeer Bomb Tower Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Fireball Bomb Tower

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 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.

Barbarians 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Arrows Fireball Musketeer Bomb Tower Hog Rider Barbarians

Shortest cycle

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

9 Skeletons Electro Spirit Arrows Fireball

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
Fireball Hog Rider
Arrows
Fireball Hog Rider
Barbarians
Hog Rider
Fireball
Arrows Hog Rider Electro Spirit
Musketeer
Hog Rider
Bomb Tower
Hog Rider
Arrows Fireball Musketeer Electro Spirit Barbarians

Defense Synergies 1 8

Skeletons
Musketeer Electro Spirit Bomb Tower
Electro Spirit
Skeletons
Arrows
Barbarians Fireball Bomb Tower
Barbarians
Arrows
Fireball
Arrows Musketeer Bomb Tower
Musketeer
Skeletons Fireball Bomb Tower
Bomb Tower
Skeletons Arrows Fireball Musketeer
Hog Rider

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.

Fireball Musketeer
Barbarians Bomb Tower Skeletons Musketeer
Barbarians Bomb Tower Skeletons Musketeer
Barbarians Bomb Tower Skeletons Musketeer
Arrows Barbarians Fireball Bomb Tower
Arrows Fireball Skeletons Electro Spirit Musketeer Bomb Tower
Musketeer Electro Spirit Arrows Fireball Bomb Tower
Electro Spirit Arrows Barbarians Fireball Musketeer Bomb Tower
Barbarians Skeletons Musketeer Bomb Tower
Skeletons Barbarians Musketeer
Barbarians Skeletons Electro Spirit Arrows Fireball Musketeer Bomb Tower
Arrows Musketeer Fireball
Barbarians Bomb Tower Skeletons Fireball Musketeer
Fireball Bomb Tower Electro Spirit Arrows Barbarians
Barbarians Bomb Tower
Barbarians Bomb Tower Fireball
Barbarians Bomb Tower Skeletons Arrows Fireball Musketeer
Arrows Fireball Bomb Tower Electro Spirit Barbarians Musketeer
Arrows Bomb Tower Electro Spirit Barbarians Fireball Musketeer
Barbarians Musketeer Bomb Tower
Electro Spirit Arrows Barbarians Fireball Musketeer Bomb Tower
Bomb Tower

Counters to secondary win conditions

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

Barbarians Skeletons Fireball
Fireball Arrows Musketeer Bomb Tower
Barbarians Skeletons Musketeer Bomb Tower
Barbarians Fireball Musketeer
Barbarians Skeletons Musketeer
Arrows Fireball Skeletons Electro Spirit Musketeer Bomb Tower
Skeletons Barbarians Fireball Musketeer Bomb Tower
Barbarians Bomb Tower
Skeletons Electro Spirit Barbarians Fireball Bomb Tower
Skeletons Barbarians Musketeer
Barbarians Musketeer Bomb Tower
Arrows Barbarians Fireball
Barbarians Skeletons Fireball Bomb Tower
Barbarians Fireball Musketeer Bomb Tower
Barbarians Skeletons Electro Spirit Fireball Musketeer Bomb Tower
Arrows Electro Spirit Barbarians Fireball Musketeer Bomb Tower
Electro Spirit Arrows Fireball 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.)

Fireball Arrows Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Arrows Barbarians Fireball Musketeer
Fireball Arrows
Arrows Fireball Electro Spirit Musketeer
Arrows Musketeer
Arrows Fireball
Arrows Fireball
Fireball Musketeer
Arrows Fireball Musketeer
Fireball Arrows Musketeer
Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Arrows Fireball Musketeer
Arrows Fireball
Fireball Musketeer
Arrows Fireball
Musketeer
Arrows Barbarians Fireball Musketeer
Arrows Electro Spirit Fireball
Arrows Fireball Musketeer
Fireball Arrows Musketeer
Fireball Arrows Musketeer
Arrows Fireball Musketeer
Electro Spirit Fireball Musketeer
Fireball
Arrows Fireball Musketeer
Electro Spirit Arrows Fireball
Arrows Fireball
Electro Spirit Barbarians Fireball Musketeer
Fireball Arrows Musketeer
Arrows Fireball
Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Musketeer
Electro Spirit Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball

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