My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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.

Fire Spirit 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.

Skeletons Knight Musketeer

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows Fireball The Log

Punishments

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

Mortar

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.

Fire Spirit Knight Mortar

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
Giant Snowball
Skeletons Fire Spirit Musketeer
Zap
Skeletons Fire Spirit Mortar
Barbarian Barrel
Skeletons Fire Spirit Knight Mortar Musketeer
The Log
Skeletons Fire Spirit Musketeer
Earthquake
Skeletons Mortar
Arrows
Skeletons Fire Spirit
Royal Delivery
Skeletons Fire Spirit Knight Musketeer
Fireball
Mortar Musketeer
Poison
Mortar Musketeer
Lightning
Knight Mortar Musketeer
Rocket
Mortar Musketeer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Mortar Fireball The Log

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.

Fire Spirit Arrows Knight

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.

Fire Spirit 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit The Log Arrows Knight Mortar Fireball Musketeer

Shortest cycle

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

7 Skeletons Fire Spirit The Log Arrows

Attack Synergies 3 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.

Skeletons
Fire Spirit
Knight Mortar
Arrows
Fireball Knight Mortar
Knight
Mortar Musketeer Fire Spirit Arrows Fireball The Log
Mortar
Knight Fire Spirit Arrows Fireball Musketeer The Log
Fireball
Arrows Knight Mortar The Log
Musketeer
Knight Mortar The Log
The Log
Knight Mortar Fireball Musketeer

Defense Synergies 5 15

Skeletons
Musketeer Fire Spirit Knight Mortar The Log
Fire Spirit
Knight Skeletons The Log
Arrows
Knight Mortar Fireball
Knight
Fire Spirit Musketeer Skeletons Arrows Mortar Fireball The Log
Mortar
Skeletons Arrows Knight Fireball Musketeer The Log
Fireball
The Log Arrows Knight Mortar Musketeer
Musketeer
Skeletons Knight The Log Mortar Fireball
The Log
Fireball Musketeer Skeletons Fire Spirit Knight 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.

Knight Mortar Fireball Musketeer The Log
Skeletons Knight Mortar Musketeer The Log
Mortar Skeletons Fire Spirit Knight Musketeer
Skeletons Knight Mortar Musketeer
Arrows Fireball The Log
Arrows Fireball The Log Skeletons Fire Spirit Musketeer
Musketeer Fire Spirit Arrows Mortar Fireball
Arrows Fireball Musketeer The Log
Skeletons Mortar Musketeer
Knight Skeletons Fire Spirit Musketeer
Skeletons Arrows Knight Fireball Musketeer The Log
Arrows Musketeer Fireball
Mortar Skeletons Fire Spirit Knight Fireball Musketeer The Log
Fire Spirit Fireball Arrows Mortar The Log
Knight Mortar
Mortar Fireball The Log
Skeletons Arrows Knight Mortar Fireball Musketeer
Fire Spirit Arrows Mortar Fireball Knight Musketeer The Log
Arrows Mortar The Log Fire Spirit Knight Fireball Musketeer
Mortar Musketeer
Fire Spirit Arrows Knight Fireball Musketeer The Log

Counters to secondary win conditions

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

Knight Skeletons Fireball
Fireball Arrows Knight Mortar Musketeer The Log
Skeletons Knight Musketeer The Log
Knight Fireball Musketeer The Log
Skeletons Knight Musketeer
Fire Spirit Arrows Fireball Skeletons Musketeer
Skeletons Knight Fireball Musketeer
Knight
Skeletons Knight Mortar Fireball The Log
Skeletons Musketeer
Knight Musketeer
Arrows Fireball The Log
Skeletons Knight Fireball
Fireball Musketeer
Skeletons Knight Mortar Fireball Musketeer The Log
Arrows Fireball Musketeer The Log

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 Arrows Knight Mortar Musketeer The Log
Arrows Mortar Fireball Musketeer The Log
Arrows Fireball The Log
Arrows Knight Fireball Musketeer The Log
Fireball Fire Spirit Arrows Mortar The Log
Arrows Fireball Fire Spirit Musketeer
Fire Spirit Arrows Mortar Musketeer The Log
Arrows Fireball The Log Fire Spirit
Arrows Fireball The Log Mortar
Fire Spirit Fireball Musketeer
Arrows Knight Mortar Fireball Musketeer The Log
Fireball Fire Spirit Arrows Musketeer
Fire Spirit Knight Mortar Fireball Musketeer The Log
Arrows Mortar Fireball Musketeer
Arrows Mortar Fireball Musketeer The Log
Arrows Mortar Fireball Musketeer The Log
Arrows Mortar Fireball Musketeer The Log
Arrows Mortar Fireball
Fire Spirit Arrows Mortar Fireball Musketeer The Log
Fire Spirit Arrows Mortar Fireball The Log
Fireball Musketeer The Log
Arrows Fireball
Musketeer The Log
Arrows Mortar Fireball Musketeer The Log
Arrows The Log Fire Spirit Mortar Fireball
Arrows Mortar Fireball The Log Musketeer
Fireball Arrows Mortar Musketeer The Log
Fireball Arrows Mortar Musketeer The Log
Fire Spirit Arrows Fireball Musketeer
Fireball Musketeer
Fireball
Arrows Mortar Fireball Musketeer The Log
Arrows Fireball
Arrows Fireball The Log
Fire Spirit Fireball Musketeer
Fireball Fire Spirit Arrows Musketeer
Arrows The Log Fireball
Fireball Knight Musketeer
Arrows The Log Mortar Fireball Musketeer
Arrows Fireball
Musketeer
Fireball Musketeer The Log
Fireball Musketeer
Mortar Fireball Musketeer The Log

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