My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Firecracker 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 Ice Spirit Bats Firecracker 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.

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.

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 Ice Spirit 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 Firecracker 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 Bats Hog Rider
Giant Snowball
Skeletons Bats Musketeer Hog Rider
Zap
Skeletons Bats Firecracker
Barbarian Barrel
Skeletons Electro Spirit Ice Spirit Firecracker Musketeer
The Log
Skeletons Electro Spirit Ice Spirit Firecracker Musketeer Hog Rider
Earthquake
Skeletons Firecracker Hog Rider
Arrows
Skeletons Electro Spirit Ice Spirit Bats Firecracker
Royal Delivery
Skeletons Electro Spirit Ice Spirit Bats Firecracker Musketeer Hog Rider
Fireball
Firecracker Musketeer Hog Rider
Poison
Bats Firecracker Musketeer
Lightning
Musketeer
Rocket
Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Firecracker 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 Ice Spirit Bats

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.

Ice Spirit 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 Ice Spirit Bats The Log Firecracker Musketeer Hog Rider

Shortest cycle

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

5 Skeletons Electro Spirit Ice Spirit Bats

Attack Synergies 5 6

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
Ice Spirit
Hog Rider Bats Firecracker Musketeer
Bats
Hog Rider Ice Spirit Firecracker
Firecracker
Hog Rider Ice Spirit Bats
Musketeer
Hog Rider Ice Spirit The Log
Hog Rider
Ice Spirit Bats Firecracker Musketeer The Log Electro Spirit
The Log
Hog Rider Musketeer

Defense Synergies 4 13

Skeletons
Musketeer Electro Spirit Ice Spirit Bats Firecracker The Log
Electro Spirit
Skeletons The Log
Ice Spirit
Musketeer Skeletons Bats Firecracker The Log
Bats
Skeletons Ice Spirit Firecracker Musketeer The Log
Firecracker
The Log Skeletons Ice Spirit Bats Musketeer
Musketeer
Skeletons Ice Spirit The Log Bats Firecracker
Hog Rider
The Log
Firecracker Musketeer Skeletons Electro Spirit Ice 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.

Firecracker Musketeer The Log
Skeletons Ice Spirit Bats Firecracker Musketeer The Log
Skeletons Bats Musketeer
Skeletons Bats Firecracker Musketeer
Firecracker The Log
The Log Skeletons Electro Spirit Bats Firecracker Musketeer
Bats Musketeer Electro Spirit Ice Spirit Firecracker
Electro Spirit Musketeer The Log
Skeletons Musketeer
Skeletons Ice Spirit Firecracker Musketeer
Bats Skeletons Electro Spirit Firecracker Musketeer The Log
Musketeer Bats Firecracker
Skeletons Ice Spirit Bats Musketeer The Log
Electro Spirit Ice Spirit Bats Firecracker The Log
Ice Spirit The Log
Skeletons Bats Firecracker Musketeer
Ice Spirit Electro Spirit Bats Firecracker Musketeer The Log
The Log Electro Spirit Ice Spirit Bats Firecracker Musketeer
Musketeer
Electro Spirit Bats Firecracker Musketeer The Log

Counters to secondary win conditions

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

Skeletons
Firecracker Musketeer The Log
Skeletons Ice Spirit Bats Musketeer The Log
Bats Musketeer The Log
Skeletons Musketeer
Firecracker Skeletons Electro Spirit Ice Spirit Bats Musketeer
Skeletons Bats Musketeer
Skeletons Electro Spirit Ice Spirit Bats Firecracker The Log
Skeletons Musketeer
Bats Musketeer
The Log
Skeletons
Firecracker Musketeer
Skeletons Electro Spirit Ice Spirit Bats Firecracker Musketeer The Log
Bats Electro Spirit Firecracker Musketeer The Log
Electro Spirit

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.)

Firecracker Musketeer The Log
Firecracker Musketeer The Log
The Log
Firecracker Musketeer The Log
Firecracker The Log
Firecracker Electro Spirit Ice Spirit Bats Musketeer
Firecracker Musketeer The Log
The Log Ice Spirit Firecracker
The Log Firecracker
Bats Musketeer
Firecracker Musketeer The Log
Firecracker Musketeer
Firecracker Musketeer The Log
Firecracker Musketeer
Firecracker Musketeer The Log
Firecracker Musketeer The Log
Firecracker Musketeer The Log
Bats
Firecracker Musketeer The Log
Firecracker The Log
Musketeer The Log
Musketeer The Log
Musketeer The Log
Firecracker The Log Electro Spirit Ice Spirit
Firecracker The Log Musketeer
Musketeer The Log
Firecracker Musketeer The Log
Bats Firecracker Musketeer
Electro Spirit Ice Spirit Bats Firecracker Musketeer
Musketeer The Log
Electro Spirit Ice Spirit Firecracker
Firecracker The Log
Electro Spirit Ice Spirit Bats Musketeer
Firecracker Musketeer
The Log
Firecracker Musketeer
The Log Firecracker Musketeer
Firecracker Musketeer
Electro Spirit Ice Spirit Bats Firecracker Musketeer The Log
Firecracker Bats Musketeer
Firecracker Musketeer The Log
Firecracker

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