My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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.

Fire Spirit Bats Musketeer

Defensive buildings

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

Missing

Investments

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

Skeletons Bats Musketeer

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Fireball The Log

Punishments

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

Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Goblin Barrel

Dropped at the bridge

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

Electro Spirit Fire Spirit

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 Goblin Barrel

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 Bats Goblin Barrel
Giant Snowball
Skeletons Fire Spirit Bats Musketeer Goblin Barrel
Zap
Skeletons Fire Spirit Bats Goblin Barrel
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Musketeer Goblin Barrel
The Log
Skeletons Electro Spirit Fire Spirit Musketeer Goblin Barrel
Earthquake
Skeletons Goblin Barrel
Arrows
Skeletons Electro Spirit Fire Spirit Bats Goblin Barrel
Royal Delivery
Skeletons Electro Spirit Fire Spirit Bats Musketeer Goblin Barrel
Fireball
Musketeer Goblin Barrel
Poison
Bats Musketeer
Lightning
Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Fireball The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Fire Spirit Bats

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 Goblin Barrel

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.

Fire Spirit Fireball Musketeer Goblin Barrel

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 Fire Spirit Bats The Log Goblin Barrel Fireball Musketeer

Shortest cycle

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

5 Skeletons Electro Spirit Fire Spirit Bats

Attack Synergies 0 5

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
Fire Spirit
Goblin Barrel
Bats
Goblin Barrel
Fireball
Electro Spirit The Log
Musketeer
The Log
Goblin Barrel
Fire Spirit Bats
The Log
Fireball Musketeer

Defense Synergies 3 9

Skeletons
Musketeer Electro Spirit Fire Spirit Bats The Log
Electro Spirit
Skeletons The Log
Fire Spirit
Skeletons The Log
Bats
Skeletons Musketeer The Log
Fireball
The Log Musketeer
Musketeer
Skeletons The Log Bats Fireball
Goblin Barrel
The Log
Fireball Musketeer Skeletons Electro Spirit Fire Spirit Bats

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 The Log
Skeletons Bats Musketeer The Log
Skeletons Fire Spirit Bats Musketeer
Skeletons Bats Musketeer
Fireball The Log
Fireball The Log Skeletons Electro Spirit Fire Spirit Bats Musketeer
Bats Musketeer Electro Spirit Fire Spirit Fireball
Electro Spirit Fireball Musketeer The Log
Skeletons Musketeer
Skeletons Fire Spirit Musketeer
Bats Skeletons Electro Spirit Fireball Musketeer The Log
Musketeer Bats Fireball
Skeletons Fire Spirit Bats Fireball Musketeer The Log
Fire Spirit Fireball Electro Spirit Bats The Log
Fireball The Log
Skeletons Bats Fireball Musketeer
Fire Spirit Fireball Electro Spirit Bats Musketeer The Log
The Log Electro Spirit Fire Spirit Bats Fireball Musketeer
Musketeer
Electro Spirit Fire Spirit Bats Fireball Musketeer The Log

Counters to secondary win conditions

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

Skeletons Fireball
Fireball Musketeer The Log
Skeletons Bats Musketeer The Log
Bats Fireball Musketeer The Log
Skeletons Musketeer
Fire Spirit Fireball Skeletons Electro Spirit Bats Musketeer
Skeletons Bats Fireball Musketeer
Skeletons Electro Spirit Bats Fireball The Log
Skeletons Musketeer
Bats Musketeer
Fireball The Log
Skeletons Fireball
Fireball Musketeer
Skeletons Electro Spirit Bats Fireball Musketeer The Log
Bats Electro Spirit Fireball Musketeer The Log
Electro Spirit 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 Musketeer The Log
Fireball Musketeer The Log
Fireball The Log
Fireball Musketeer The Log
Fireball Fire Spirit The Log
Fireball Electro Spirit Fire Spirit Bats Musketeer
Fire Spirit Musketeer The Log
Fireball The Log Fire Spirit
Fireball The Log
Fire Spirit Bats Fireball Musketeer
Fireball Musketeer The Log
Fireball Fire Spirit Musketeer
Fire Spirit Fireball Musketeer The Log
Fireball Musketeer
Fireball Musketeer The Log
Fireball Musketeer The Log
Fireball Musketeer The Log
Fireball
Bats
Fire Spirit Fireball Musketeer The Log
Fire Spirit Fireball The Log
Fireball Musketeer The Log
Fireball
Musketeer The Log
Fireball Musketeer The Log
The Log Electro Spirit Fire Spirit Fireball
Fireball The Log Musketeer
Fireball Musketeer The Log
Fireball Musketeer The Log
Fire Spirit Bats Fireball Musketeer
Electro Spirit Bats Fireball Musketeer
Fireball
Fireball Musketeer The Log
Electro Spirit Fireball
Fireball The Log
Electro Spirit Fire Spirit Bats Fireball Musketeer
Fireball Fire Spirit Musketeer
The Log Fireball
Fireball Musketeer
The Log Fireball Musketeer
Fireball
Musketeer
Electro Spirit Bats Fireball Musketeer The Log
Bats Fireball Musketeer
Fireball Musketeer The Log
Fireball

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