My Best Clash Royale Deck

Deck Check Rating

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

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 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.

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.

Skeletons Bats Skeleton Barrel Musketeer Giant Skeleton

Offensive cards

Win conditions

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

Skeleton 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.

Skeleton Barrel

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 Skeleton Barrel 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.

Electro Spirit Skeleton Barrel Giant Skeleton

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
Skeletons Bats Skeleton Barrel Clone Giant Skeleton
Giant Snowball
Skeletons Bats Skeleton Barrel Musketeer Clone
Zap
Skeletons Bats Skeleton Barrel Clone
Barbarian Barrel
Skeletons Electro Spirit Skeleton Barrel Musketeer Clone Giant Skeleton
The Log
Skeletons Electro Spirit Skeleton Barrel Musketeer Clone Giant Skeleton
Earthquake
Skeletons Clone
Arrows
Skeletons Electro Spirit Bats Skeleton Barrel Clone
Royal Delivery
Skeletons Electro Spirit Bats Skeleton Barrel Musketeer Clone Giant Skeleton
Fireball
Skeleton Barrel Musketeer Clone
Poison
Bats Skeleton Barrel Musketeer Clone
Lightning
Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows

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 Bats Arrows Skeleton Barrel Clone Giant Skeleton

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.

Skeletons Electro Spirit Bats Arrows Skeleton Barrel Clone Musketeer Giant Skeleton

Shortest cycle

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

7 Skeletons Electro Spirit Bats Arrows

Attack Synergies 4 7

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.

Skeletons
Electro Spirit
Giant Skeleton
Bats
Skeleton Barrel Giant Skeleton Clone
Arrows
Skeleton Barrel Giant Skeleton
Skeleton Barrel
Bats Clone Arrows Musketeer Giant Skeleton
Musketeer
Skeleton Barrel Giant Skeleton
Clone
Skeleton Barrel Giant Skeleton Bats
Giant Skeleton
Bats Clone Electro Spirit Arrows Skeleton Barrel Musketeer

Defense Synergies 1 8

Skeletons
Musketeer Electro Spirit Bats Giant Skeleton
Electro Spirit
Skeletons
Bats
Skeletons Musketeer Giant Skeleton
Arrows
Giant Skeleton
Skeleton Barrel
Musketeer
Musketeer
Skeletons Bats Skeleton Barrel Giant Skeleton
Clone
Giant Skeleton
Skeletons Bats Arrows 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.

Skeleton Barrel Musketeer
Skeletons Bats Musketeer
Skeletons Bats Musketeer Giant Skeleton
Skeletons Bats Musketeer
Arrows Giant Skeleton
Arrows Skeletons Electro Spirit Bats Musketeer
Bats Musketeer Electro Spirit Arrows
Electro Spirit Arrows Skeleton Barrel Musketeer Giant Skeleton
Skeletons Musketeer
Skeletons Musketeer Giant Skeleton
Bats Skeletons Electro Spirit Arrows Musketeer Giant Skeleton
Arrows Musketeer Bats
Skeletons Bats Musketeer Giant Skeleton
Electro Spirit Bats Arrows
Skeletons Bats Arrows Musketeer
Arrows Electro Spirit Bats Musketeer
Arrows Electro Spirit Bats Musketeer Giant Skeleton
Musketeer
Electro Spirit Bats Arrows Musketeer Giant Skeleton

Counters to secondary win conditions

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

Skeletons Giant Skeleton
Arrows Skeleton Barrel Musketeer
Giant Skeleton Skeletons Bats Musketeer
Giant Skeleton Bats Musketeer
Giant Skeleton Skeletons Musketeer
Arrows Skeletons Electro Spirit Bats Skeleton Barrel Musketeer
Skeletons Bats Musketeer Giant Skeleton
Giant Skeleton
Giant Skeleton Skeletons Electro Spirit Bats
Skeletons Musketeer
Bats Musketeer Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton Skeletons
Musketeer
Skeletons Electro Spirit Bats Musketeer Giant Skeleton
Bats Arrows Electro Spirit Musketeer Giant Skeleton

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.)

Skeleton Barrel Arrows Musketeer Giant Skeleton
Arrows Skeleton Barrel Musketeer
Arrows Skeleton Barrel Giant Skeleton
Arrows Skeleton Barrel Musketeer Giant Skeleton
Arrows
Arrows Electro Spirit Bats Skeleton Barrel Musketeer
Arrows Musketeer
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Bats Musketeer
Arrows Skeleton Barrel Musketeer
Arrows Musketeer
Skeleton Barrel Musketeer
Arrows Skeleton Barrel Musketeer
Arrows Skeleton Barrel Musketeer
Arrows Skeleton Barrel Musketeer
Arrows Skeleton Barrel Musketeer
Arrows
Bats
Arrows Skeleton Barrel Musketeer
Arrows Skeleton Barrel
Musketeer Giant Skeleton
Arrows
Musketeer
Arrows Skeleton Barrel Musketeer
Arrows Electro Spirit
Arrows Skeleton Barrel Musketeer
Arrows Skeleton Barrel Musketeer
Arrows Skeleton Barrel Musketeer
Bats Arrows Musketeer
Electro Spirit Bats Skeleton Barrel Musketeer
Arrows Musketeer
Electro Spirit Arrows
Giant Skeleton
Arrows
Skeleton Barrel Electro Spirit Bats Musketeer
Arrows Musketeer
Arrows
Musketeer
Arrows Skeleton Barrel Musketeer
Arrows Giant Skeleton
Musketeer
Electro Spirit Bats Musketeer Giant Skeleton
Bats Musketeer
Skeleton Barrel Musketeer Giant Skeleton

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