My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Fisherman

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!

Advanced stuff

Defensive cards

Anti-air

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

Musketeer Inferno Dragon

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.

Musketeer Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Fireball Rage The Log

Punishments

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

Hog Rider Mega Knight

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.

Hog Rider Mega Knight

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

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

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log Mega Knight

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.

Rage Skeleton Army Inferno Dragon Mega 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 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage The Log Skeleton Army Fireball Musketeer Hog Rider Inferno Dragon Mega Knight

Shortest cycle

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

11 Rage The Log Skeleton Army Fireball

Attack Synergies 5 6

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.

Fireball
Hog Rider The Log Mega Knight
Musketeer
Hog Rider The Log Mega Knight
Hog Rider
Fireball Musketeer Rage The Log Mega Knight
Rage
Hog Rider
Skeleton Army
The Log
Hog Rider Fireball Musketeer Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Fireball Musketeer Hog Rider The Log

Defense Synergies 2 9

Fireball
The Log Musketeer Mega Knight
Musketeer
The Log Fireball Skeleton Army Mega Knight
Hog Rider
Rage
Skeleton Army
Musketeer The Log Inferno Dragon
The Log
Fireball Musketeer Skeleton Army Inferno Dragon Mega Knight
Inferno Dragon
Skeleton Army The Log Mega Knight
Mega Knight
Fireball Musketeer The Log Inferno Dragon

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.

Fireball Musketeer The Log
Skeleton Army Inferno Dragon Musketeer The Log Mega Knight
Skeleton Army Mega Knight Musketeer Inferno Dragon
Skeleton Army Inferno Dragon Musketeer Mega Knight
Fireball Skeleton Army The Log Mega Knight
Fireball Skeleton Army The Log Musketeer Mega Knight
Musketeer Inferno Dragon Fireball
Fireball Musketeer The Log Mega Knight
Inferno Dragon Musketeer Skeleton Army
Skeleton Army Musketeer Mega Knight
Skeleton Army Fireball Musketeer The Log Mega Knight
Musketeer Inferno Dragon Fireball
Skeleton Army Mega Knight Fireball Musketeer The Log
Fireball Skeleton Army Mega Knight The Log
Skeleton Army Inferno Dragon Mega Knight
Skeleton Army Fireball The Log Inferno Dragon Mega Knight
Mega Knight Fireball Musketeer Skeleton Army
Fireball Mega Knight Musketeer Skeleton Army The Log
The Log Fireball Musketeer Inferno Dragon Mega Knight
Musketeer Inferno Dragon
Skeleton Army Mega Knight Fireball Musketeer The Log

Counters to secondary win conditions

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

Skeleton Army Mega Knight Fireball
Fireball Musketeer The Log Inferno Dragon Mega Knight
Skeleton Army Mega Knight Musketeer The Log
Skeleton Army Mega Knight Fireball Musketeer The Log
Musketeer Skeleton Army Inferno Dragon Mega Knight
Fireball Musketeer
Skeleton Army Fireball Musketeer
Mega Knight Skeleton Army Inferno Dragon
Mega Knight Fireball Skeleton Army The Log Inferno Dragon
Musketeer Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Musketeer
Skeleton Army Mega Knight Fireball The Log
Skeleton Army Mega Knight Fireball
Fireball Musketeer Skeleton Army Mega Knight
Skeleton Army Fireball Musketeer The Log Inferno Dragon
Mega Knight Fireball Musketeer The Log Inferno Dragon

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 Musketeer The Log
Fireball Musketeer The Log
Fireball The Log
Fireball Musketeer The Log
Fireball The Log Mega Knight
Fireball Musketeer
Musketeer The Log
Fireball The Log
Fireball The Log
Fireball Musketeer
Fireball Musketeer The Log
Fireball Musketeer
Fireball Musketeer The Log
Fireball Musketeer
Fireball Musketeer The Log
Fireball Musketeer The Log
Fireball Musketeer The Log Mega Knight
Fireball
Fireball Musketeer The Log Mega Knight
Fireball The Log Mega Knight
Fireball Musketeer The Log Mega Knight
Fireball
Musketeer The Log
Fireball Musketeer The Log
The Log Fireball Mega Knight
Inferno Dragon
Fireball The Log Musketeer
Fireball Musketeer The Log Mega Knight
Fireball Musketeer The Log
Fireball Musketeer
Fireball Musketeer
Fireball
Fireball Musketeer The Log Mega Knight
Fireball
Mega Knight
Fireball The Log
Fireball Musketeer Skeleton Army
Fireball Musketeer
The Log Fireball
Fireball Musketeer Mega Knight
The Log Fireball Musketeer
Fireball
Musketeer Mega Knight
Fireball Musketeer The Log
Fireball Musketeer
Fireball Musketeer The Log Mega Knight

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