My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Musketeer Electro Wizard

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.

Bats Musketeer Giant Skeleton Electro Wizard

Offensive cards

Win conditions

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

Mortar Wall Breakers

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.

Mortar Wall Breakers

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 Wall Breakers Giant Skeleton

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.

Giant Skeleton Electro Wizard

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
Bats Wall Breakers Giant Skeleton
Giant Snowball
Bats Musketeer Wall Breakers
Zap
Bats Mortar Wall Breakers
Barbarian Barrel
Mortar Musketeer Wall Breakers Giant Skeleton Electro Wizard
The Log
Musketeer Wall Breakers Giant Skeleton
Earthquake
Mortar
Arrows
Bats Wall Breakers
Royal Delivery
Bats Musketeer Wall Breakers Giant Skeleton Electro Wizard
Fireball
Mortar Musketeer Wall Breakers Electro Wizard
Poison
Bats Mortar Musketeer Electro Wizard
Lightning
Mortar Musketeer Electro Wizard
Rocket
Mortar Musketeer

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 The Log

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.

Bats Giant Skeleton

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.

Fireball Musketeer Electro Wizard

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.

Bats Wall Breakers The Log Mortar Fireball Musketeer Electro Wizard Giant Skeleton

Shortest cycle

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

10 Bats Wall Breakers The Log Mortar

Attack Synergies 1 14

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.

Bats
Giant Skeleton Mortar Wall Breakers
Mortar
Bats Fireball Musketeer The Log
Fireball
Mortar Wall Breakers The Log Electro Wizard
Musketeer
Mortar Giant Skeleton The Log
Wall Breakers
Bats Fireball The Log Electro Wizard
Giant Skeleton
Bats Musketeer The Log Electro Wizard
The Log
Mortar Fireball Musketeer Wall Breakers Giant Skeleton
Electro Wizard
Fireball Wall Breakers Giant Skeleton

Defense Synergies 2 16

Bats
Mortar Musketeer Giant Skeleton The Log Electro Wizard
Mortar
Bats Fireball Musketeer The Log Electro Wizard
Fireball
The Log Mortar Musketeer Electro Wizard
Musketeer
The Log Bats Mortar Fireball Giant Skeleton Electro Wizard
Wall Breakers
Giant Skeleton
Bats Musketeer The Log Electro Wizard
The Log
Fireball Musketeer Bats Mortar Giant Skeleton Electro Wizard
Electro Wizard
Bats Mortar Fireball Musketeer Giant Skeleton The Log

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 Fireball Musketeer The Log Electro Wizard
Bats Mortar Musketeer The Log Electro Wizard
Mortar Bats Musketeer Giant Skeleton Electro Wizard
Bats Mortar Musketeer Electro Wizard
Fireball Giant Skeleton The Log
Fireball The Log Bats Musketeer Electro Wizard
Bats Musketeer Electro Wizard Mortar Fireball
Fireball Musketeer Giant Skeleton The Log Electro Wizard
Mortar Musketeer
Musketeer Giant Skeleton Electro Wizard
Bats Electro Wizard Fireball Musketeer Giant Skeleton The Log
Musketeer Bats Fireball Electro Wizard
Mortar Bats Fireball Musketeer Giant Skeleton The Log Electro Wizard
Fireball Bats Mortar The Log Electro Wizard
Mortar Electro Wizard
Mortar Fireball The Log Electro Wizard
Bats Mortar Fireball Musketeer Electro Wizard
Mortar Fireball Bats Musketeer The Log Electro Wizard
Mortar The Log Bats Fireball Musketeer Giant Skeleton Electro Wizard
Mortar Musketeer Electro Wizard
Bats Fireball Musketeer Giant Skeleton The Log Electro Wizard

Counters to secondary win conditions

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

Fireball Giant Skeleton Electro Wizard
Fireball Electro Wizard Mortar Musketeer The Log
Giant Skeleton Bats Musketeer The Log Electro Wizard
Giant Skeleton Bats Fireball Musketeer The Log Electro Wizard
Giant Skeleton Musketeer
Fireball Bats Musketeer Electro Wizard
Bats Fireball Musketeer Giant Skeleton Electro Wizard
Giant Skeleton
Giant Skeleton Electro Wizard Bats Mortar Fireball The Log
Musketeer
Bats Musketeer Giant Skeleton
Fireball Giant Skeleton The Log Electro Wizard
Giant Skeleton Fireball
Fireball Musketeer
Electro Wizard Bats Mortar Fireball Musketeer Giant Skeleton The Log
Bats Fireball Musketeer Giant Skeleton The Log Electro Wizard

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 Giant Skeleton The Log
Mortar Fireball Musketeer The Log Electro Wizard
Fireball Giant Skeleton The Log
Fireball Musketeer Giant Skeleton The Log
Fireball Mortar The Log
Fireball Bats Musketeer
Mortar Musketeer The Log
Fireball The Log
Fireball The Log Mortar
Bats Fireball Musketeer Electro Wizard
Mortar Fireball Musketeer The Log Electro Wizard
Fireball Musketeer
Mortar Fireball Musketeer The Log
Mortar Fireball Musketeer
Mortar Fireball Musketeer The Log
Mortar Fireball Musketeer The Log
Mortar Fireball Musketeer The Log
Mortar Fireball
Bats
Mortar Fireball Musketeer The Log Electro Wizard
Mortar Fireball The Log
Fireball Musketeer Giant Skeleton The Log
Fireball
Musketeer The Log
Mortar Fireball Musketeer The Log
The Log Mortar Fireball
Mortar Fireball The Log Musketeer Electro Wizard
Fireball Mortar Musketeer The Log
Fireball Mortar Musketeer The Log
Bats Fireball Musketeer Electro Wizard
Electro Wizard Bats Fireball Musketeer
Fireball
Mortar Fireball Musketeer The Log
Fireball Electro Wizard
Giant Skeleton
Fireball The Log
Electro Wizard Bats Fireball Musketeer
Fireball Musketeer Electro Wizard
The Log Fireball
Fireball Musketeer Electro Wizard
The Log Mortar Fireball Musketeer
Fireball Giant Skeleton
Musketeer
Bats Fireball Musketeer Giant Skeleton The Log Electro Wizard
Bats Fireball Musketeer Electro Wizard
Mortar Fireball Musketeer Giant Skeleton The Log Electro Wizard

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