My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings 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!
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!

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.

Mortar

Investments

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

Knight Musketeer

Offensive cards

Win conditions

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

Mortar Hog Rider

Damage spells

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

Zap Arrows

Punishments

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

Mortar 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 Knight Mortar 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
Hog Rider Guards
Giant Snowball
Musketeer Hog Rider Guards
Zap
Mortar Guards
Barbarian Barrel
Electro Spirit Knight Mortar Musketeer Guards
The Log
Electro Spirit Musketeer Hog Rider Guards
Earthquake
Mortar Hog Rider Guards
Arrows
Electro Spirit Guards
Royal Delivery
Electro Spirit Knight Musketeer Hog Rider Guards
Fireball
Mortar Musketeer Hog Rider
Poison
Mortar Musketeer Guards
Lightning
Knight Mortar Musketeer
Rocket
Mortar Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Arrows Mortar

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 Knight Guards

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Zap Arrows Knight Guards Mortar Musketeer Hog Rider

Shortest cycle

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

9 Electro Spirit Zap Arrows Knight

Attack Synergies 7 11

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.

Electro Spirit
Zap Hog Rider
Zap
Arrows Hog Rider Electro Spirit Knight Mortar Musketeer Guards
Arrows
Zap Hog Rider Knight Mortar
Knight
Mortar Musketeer Hog Rider Zap Arrows
Mortar
Knight Zap Arrows Musketeer Hog Rider
Musketeer
Knight Hog Rider Zap Mortar
Hog Rider
Zap Arrows Knight Musketeer Electro Spirit Mortar Guards
Guards
Zap Hog Rider

Defense Synergies 2 11

Electro Spirit
Zap
Zap
Electro Spirit Arrows Knight Mortar Musketeer Guards
Arrows
Zap Knight Mortar
Knight
Musketeer Zap Arrows Mortar
Mortar
Zap Arrows Knight Musketeer Guards
Musketeer
Knight Guards Zap Mortar
Hog Rider
Guards
Musketeer Zap Mortar

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.

Zap Knight Mortar Musketeer
Zap Knight Mortar Musketeer
Mortar Knight Musketeer
Knight Mortar Musketeer Guards
Arrows
Arrows Electro Spirit Zap Musketeer Guards
Musketeer Electro Spirit Zap Arrows Mortar
Electro Spirit Zap Arrows Musketeer
Mortar Musketeer
Knight Guards Musketeer
Guards Electro Spirit Zap Arrows Knight Musketeer
Arrows Musketeer Zap
Mortar Zap Knight Musketeer Guards
Electro Spirit Zap Arrows Mortar Guards
Knight Mortar
Zap Mortar
Arrows Knight Mortar Musketeer
Arrows Mortar Electro Spirit Zap Knight Musketeer Guards
Zap Arrows Mortar Electro Spirit Knight Musketeer Guards
Mortar Musketeer
Electro Spirit Arrows Knight Musketeer Guards

Counters to secondary win conditions

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

Knight Guards Zap
Zap Arrows Knight Mortar Musketeer
Guards Zap Knight Musketeer
Guards Zap Knight Musketeer
Knight Musketeer Guards
Arrows Electro Spirit Zap Musketeer
Guards Knight Musketeer
Knight
Zap Electro Spirit Knight Mortar
Musketeer Guards
Knight Musketeer Guards
Zap Arrows Guards
Knight Guards
Musketeer
Guards Electro Spirit Zap Knight Mortar Musketeer
Arrows Electro Spirit Zap 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.)

Arrows Knight Mortar Musketeer Guards
Arrows Mortar Zap Musketeer
Arrows
Arrows Knight Musketeer Guards
Zap Arrows Mortar
Arrows Electro Spirit Zap Musketeer
Arrows Mortar Musketeer
Arrows Zap
Arrows Zap Mortar
Musketeer Guards
Zap Arrows Knight Mortar Musketeer
Zap Arrows Musketeer
Knight Mortar Musketeer
Arrows Mortar Musketeer
Zap Arrows Mortar Musketeer
Zap Arrows Mortar Musketeer
Arrows Mortar Musketeer
Arrows Mortar
Zap Arrows Mortar Musketeer
Zap Arrows Mortar
Musketeer
Arrows
Musketeer
Zap Arrows Mortar Musketeer
Zap Arrows Electro Spirit Mortar
Arrows Mortar Zap Musketeer
Zap Arrows Mortar Musketeer
Zap Arrows Mortar Musketeer
Zap Arrows Musketeer
Zap Electro Spirit Musketeer Guards
Zap Arrows Mortar Musketeer
Zap Electro Spirit Arrows
Arrows
Zap Electro Spirit Musketeer Guards
Zap Arrows Musketeer
Arrows
Knight Musketeer
Arrows Zap Mortar Musketeer
Zap Arrows
Musketeer
Zap Electro Spirit Musketeer Guards
Zap Musketeer
Zap Mortar Musketeer

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