My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Mega Minion Musketeer

Defensive buildings

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

Mortar

Investments

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

Mega Minion Musketeer Mega Knight

Offensive cards

Win conditions

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

Mortar Royal Hogs

Damage spells

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

Fireball Rage

Punishments

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

Mortar Royal Hogs Mega Knight

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.

Mortar Heal Spirit Royal Hogs Mega Knight

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.

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
Royal Hogs
Giant Snowball
Mega Minion Musketeer Royal Hogs
Zap
Mortar Royal Hogs
Barbarian Barrel
Mortar Heal Spirit Musketeer Royal Hogs
The Log
Heal Spirit Musketeer Royal Hogs
Earthquake
Mortar Royal Hogs
Arrows
Heal Spirit Royal Hogs
Royal Delivery
Heal Spirit Mega Minion Musketeer Royal Hogs
Fireball
Mortar Mega Minion Musketeer Royal Hogs
Poison
Mortar Mega Minion Musketeer Royal Hogs
Lightning
Mortar Mega Minion Musketeer
Rocket
Mortar Musketeer Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Fireball Mega Knight

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.

Heal Spirit Mega Minion Rage Mega Knight

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.

Heal Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Rage Mega Minion Mortar Fireball Musketeer Royal Hogs Mega Knight

Shortest cycle

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

10 Heal Spirit Rage Mega Minion Mortar

Attack Synergies 1 13

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.

Mortar
Mega Minion Fireball Musketeer
Heal Spirit
Royal Hogs Mega Minion Musketeer Mega Knight
Mega Minion
Mortar Heal Spirit Fireball Mega Knight
Fireball
Mortar Mega Minion Royal Hogs Mega Knight
Musketeer
Mortar Heal Spirit Royal Hogs Mega Knight
Royal Hogs
Heal Spirit Fireball Musketeer Mega Knight
Rage
Mega Knight
Heal Spirit Mega Minion Fireball Musketeer Royal Hogs

Defense Synergies 0 8

Mortar
Mega Minion Fireball Musketeer
Heal Spirit
Mega Minion
Mortar Musketeer Mega Knight
Fireball
Mortar Musketeer Mega Knight
Musketeer
Mortar Mega Minion Fireball Mega Knight
Royal Hogs
Rage
Mega Knight
Mega Minion Fireball Musketeer

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.

Mortar Mega Minion Fireball Musketeer
Mortar Mega Minion Musketeer Mega Knight
Mortar Mega Knight Mega Minion Musketeer
Mortar Mega Minion Musketeer Mega Knight
Fireball Mega Knight
Fireball Mega Minion Musketeer Mega Knight
Mega Minion Musketeer Mortar Fireball
Fireball Musketeer Mega Knight
Mortar Musketeer
Musketeer Mega Knight
Mega Minion Fireball Musketeer Mega Knight
Mega Minion Musketeer Fireball
Mortar Mega Knight Fireball Musketeer
Fireball Mega Knight Mortar Mega Minion
Mortar Mega Knight
Mortar Fireball Mega Knight
Mega Knight Mortar Fireball Musketeer
Mortar Fireball Mega Knight Mega Minion Musketeer
Mortar Mega Minion Fireball Musketeer Mega Knight
Mortar Musketeer
Mega Knight Fireball Musketeer

Counters to secondary win conditions

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

Mega Knight Fireball
Fireball Mortar Mega Minion Musketeer Mega Knight
Mega Knight Musketeer
Mega Knight Fireball Musketeer
Musketeer Mega Knight
Fireball Musketeer
Mega Minion Fireball Musketeer
Mega Knight
Mega Knight Mortar Mega Minion Fireball
Mega Minion Musketeer
Mega Knight Mega Minion Musketeer
Mega Knight Fireball
Mega Knight Fireball
Fireball Musketeer Mega Knight
Mortar Mega Minion Fireball Musketeer
Mega Knight Mega Minion Fireball Musketeer

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 Mortar Musketeer
Mortar Fireball Musketeer
Fireball
Fireball Musketeer
Fireball Mortar Mega Knight
Fireball Mega Minion Musketeer
Mortar Musketeer
Fireball
Fireball Mortar
Fireball Musketeer
Mortar Fireball Musketeer
Fireball Musketeer
Mortar Fireball Musketeer
Mortar Fireball Musketeer
Mortar Fireball Musketeer
Mortar Fireball Musketeer
Mortar Fireball Musketeer Mega Knight
Mortar Fireball
Mortar Mega Minion Fireball Musketeer Mega Knight
Mortar Fireball Mega Knight
Fireball Musketeer Mega Knight
Fireball
Musketeer
Mortar Fireball Musketeer
Mortar Fireball Mega Knight
Mega Minion
Mortar Fireball Musketeer
Fireball Mortar Musketeer Mega Knight
Fireball Mortar Musketeer
Fireball Musketeer
Mega Minion Fireball Musketeer
Mega Minion Fireball
Mortar Fireball Musketeer Mega Knight
Fireball
Mega Knight
Fireball
Fireball Musketeer
Fireball Mega Minion Musketeer
Fireball
Fireball Mega Minion Musketeer Mega Knight
Mortar Fireball Musketeer
Fireball
Mega Minion Musketeer Mega Knight
Fireball Musketeer
Fireball Musketeer
Mortar Fireball Musketeer Mega Knight

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