My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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.

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.

Bats Knight Musketeer Giant Skeleton Royal Ghost

Offensive cards

Win conditions

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

Hog Rider Graveyard

Damage spells

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

Fireball

Punishments

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

Hog Rider Royal Ghost Graveyard

Pump responses

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

Fireball Graveyard

Dropped at the bridge

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

Knight Hog Rider Giant Skeleton Royal Ghost

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.

Hog Rider Giant Skeleton Royal Ghost Graveyard

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 Hog Rider Giant Skeleton Graveyard
Giant Snowball
Bats Musketeer Hog Rider Graveyard
Zap
Bats Graveyard
Barbarian Barrel
Knight Musketeer Giant Skeleton Royal Ghost Graveyard
The Log
Musketeer Hog Rider Giant Skeleton Graveyard
Earthquake
Hog Rider Graveyard
Arrows
Bats Graveyard
Royal Delivery
Bats Knight Musketeer Hog Rider Giant Skeleton Royal Ghost Graveyard
Fireball
Musketeer Hog Rider
Poison
Bats Musketeer Graveyard
Lightning
Knight Musketeer
Rocket
Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Royal Ghost

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 Knight Giant Skeleton Royal Ghost

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 Graveyard

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

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 Knight Royal Ghost Fireball Musketeer Hog Rider Graveyard Giant Skeleton

Shortest cycle

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

12 Bats Knight Royal Ghost Fireball

Attack Synergies 9 8

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
Knight Hog Rider Giant Skeleton Graveyard
Knight
Bats Musketeer Hog Rider Graveyard Fireball
Fireball
Hog Rider Graveyard Knight
Musketeer
Knight Hog Rider Giant Skeleton Royal Ghost Graveyard
Hog Rider
Bats Knight Fireball Musketeer Giant Skeleton Graveyard
Giant Skeleton
Bats Musketeer Hog Rider Graveyard
Royal Ghost
Musketeer
Graveyard
Knight Fireball Bats Musketeer Hog Rider Giant Skeleton

Defense Synergies 2 6

Bats
Knight Musketeer Giant Skeleton
Knight
Bats Musketeer Fireball
Fireball
Knight Musketeer
Musketeer
Knight Bats Fireball Giant Skeleton Royal Ghost
Hog Rider
Giant Skeleton
Bats Musketeer
Royal Ghost
Musketeer
Graveyard

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.

Knight Fireball Musketeer
Bats Knight Musketeer
Bats Knight Musketeer Giant Skeleton
Bats Knight Musketeer
Fireball Giant Skeleton
Fireball Bats Musketeer Royal Ghost
Bats Musketeer Fireball
Fireball Musketeer Giant Skeleton
Musketeer
Knight Musketeer Giant Skeleton Royal Ghost
Bats Knight Fireball Musketeer Giant Skeleton Royal Ghost
Musketeer Bats Fireball
Bats Knight Fireball Musketeer Giant Skeleton
Fireball Bats Royal Ghost
Knight
Fireball
Bats Knight Fireball Musketeer
Fireball Bats Knight Musketeer Royal Ghost
Bats Knight Fireball Musketeer Giant Skeleton Royal Ghost
Musketeer
Royal Ghost Bats Knight Fireball Musketeer Giant Skeleton

Counters to secondary win conditions

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

Knight Fireball Giant Skeleton Royal Ghost
Fireball Knight Musketeer Royal Ghost
Giant Skeleton Bats Knight Musketeer
Giant Skeleton Bats Knight Fireball Musketeer
Giant Skeleton Knight Musketeer
Fireball Bats Musketeer
Bats Knight Fireball Musketeer Giant Skeleton
Giant Skeleton Knight
Giant Skeleton Bats Knight Fireball
Musketeer
Bats Knight Musketeer Giant Skeleton
Fireball Giant Skeleton
Giant Skeleton Knight Fireball
Fireball Musketeer
Bats Knight Fireball Musketeer Giant Skeleton
Bats Fireball Musketeer Giant Skeleton Royal Ghost

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 Knight Musketeer Giant Skeleton Royal Ghost
Fireball Musketeer Royal Ghost
Fireball Giant Skeleton
Knight Fireball Musketeer Giant Skeleton
Fireball
Fireball Bats Musketeer
Musketeer
Fireball
Fireball
Bats Fireball Musketeer
Knight Fireball Musketeer
Fireball Musketeer
Knight Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball
Bats
Fireball Musketeer
Fireball
Fireball Musketeer Giant Skeleton
Fireball
Musketeer
Fireball Musketeer
Fireball
Fireball Musketeer Royal Ghost
Fireball Musketeer
Fireball Musketeer
Bats Fireball Musketeer
Bats Fireball Musketeer
Fireball
Fireball Musketeer
Fireball
Giant Skeleton
Fireball
Bats Fireball Musketeer
Fireball Musketeer
Fireball
Fireball Knight Musketeer
Fireball Musketeer
Fireball Giant Skeleton
Musketeer
Bats Fireball Musketeer Giant Skeleton
Bats Fireball Musketeer
Fireball Musketeer Giant Skeleton Royal Ghost

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: