My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions 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.

Royal Giant Musketeer

Offensive cards

Win conditions

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

Royal Giant Hog Rider Goblin Barrel

Damage spells

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

Arrows

Punishments

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

Royal Giant Hog Rider Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Royal Giant 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.

Hog Rider Goblin Barrel

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
Minions Royal Giant Hog Rider Goblin Barrel Guards Skeleton Army
Giant Snowball
Minions Musketeer Hog Rider Goblin Barrel Guards Skeleton Army
Zap
Minions Royal Giant Goblin Barrel Guards Skeleton Army
Barbarian Barrel
Musketeer Goblin Barrel Guards Skeleton Army
The Log
Royal Giant Musketeer Hog Rider Goblin Barrel Guards Skeleton Army
Earthquake
Hog Rider Goblin Barrel Guards Skeleton Army
Arrows
Minions Goblin Barrel Guards Skeleton Army
Royal Delivery
Minions Musketeer Hog Rider Goblin Barrel Guards Skeleton Army
Fireball
Minions Musketeer Hog Rider Goblin Barrel Skeleton Army
Poison
Minions Musketeer Guards Skeleton Army
Lightning
Musketeer
Rocket
Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Arrows Guards Skeleton Army

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.

Royal Giant Goblin Barrel Skeleton Army

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.

Minions Musketeer Goblin Barrel

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Minions Goblin Barrel Guards Skeleton Army Musketeer Hog Rider Royal Giant

Shortest cycle

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

12 Arrows Minions Goblin Barrel Guards

Attack Synergies 6 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.

Arrows
Royal Giant Hog Rider Goblin Barrel
Minions
Royal Giant Hog Rider
Royal Giant
Arrows Minions Goblin Barrel Musketeer Hog Rider Guards
Musketeer
Hog Rider Royal Giant
Hog Rider
Arrows Minions Musketeer Royal Giant Goblin Barrel Guards
Goblin Barrel
Royal Giant Arrows Hog Rider Guards Skeleton Army
Guards
Royal Giant Hog Rider Goblin Barrel
Skeleton Army
Goblin Barrel

Defense Synergies 1 3

Arrows
Minions
Musketeer
Royal Giant
Musketeer
Guards Minions Skeleton Army
Hog Rider
Goblin Barrel
Guards
Musketeer Skeleton Army
Skeleton Army
Musketeer Guards

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.

Minions Musketeer
Skeleton Army Minions Musketeer
Skeleton Army Minions Musketeer
Skeleton Army Minions Musketeer Guards
Arrows Skeleton Army
Arrows Skeleton Army Minions Musketeer Guards
Minions Musketeer Arrows
Arrows Musketeer
Minions Musketeer Skeleton Army
Guards Skeleton Army Musketeer
Minions Guards Skeleton Army Arrows Musketeer
Arrows Minions Musketeer
Skeleton Army Minions Musketeer Guards
Skeleton Army Arrows Minions Guards
Skeleton Army
Skeleton Army
Arrows Minions Musketeer Skeleton Army
Arrows Minions Musketeer Guards Skeleton Army
Arrows Minions Musketeer Guards
Musketeer
Skeleton Army Arrows Minions Musketeer Guards

Counters to secondary win conditions

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

Guards Skeleton Army
Arrows Musketeer
Guards Skeleton Army Minions Musketeer
Guards Skeleton Army Musketeer
Musketeer Guards Skeleton Army
Arrows Minions Musketeer
Guards Skeleton Army Minions Musketeer
Skeleton Army
Minions Skeleton Army
Musketeer Guards Skeleton Army
Minions Musketeer Guards
Skeleton Army Arrows Guards
Skeleton Army Guards
Musketeer Skeleton Army
Guards Skeleton Army Minions Musketeer
Arrows Minions Musketeer
Arrows
Guards Skeleton Army

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 Musketeer Guards
Arrows Musketeer
Arrows
Arrows Musketeer Guards
Arrows
Arrows Minions Musketeer
Arrows Musketeer
Arrows
Arrows
Minions Musketeer Guards
Arrows Musketeer
Arrows Musketeer
Musketeer
Arrows Minions Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows
Minions
Arrows Musketeer
Arrows
Minions Musketeer
Arrows
Musketeer
Arrows Musketeer
Arrows
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Minions Musketeer Guards
Arrows Musketeer
Arrows
Arrows
Minions Musketeer Guards Skeleton Army
Arrows Musketeer
Arrows
Musketeer
Arrows Musketeer
Arrows
Musketeer
Minions Musketeer Guards
Musketeer
Musketeer

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