My Best Clash Royale Deck

Deck Check Rating

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

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.

Fire Spirit Musketeer Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

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 Tombstone Musketeer Magic Archer

Offensive cards

Win conditions

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

Royal Giant Wall Breakers

Damage spells

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

Zap

Punishments

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

Royal Giant Wall Breakers

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.

Fire Spirit Royal Giant Wall Breakers Magic Archer

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.

Magic Archer

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
Royal Giant Wall Breakers Skeleton Army
Giant Snowball
Fire Spirit Tombstone Musketeer Wall Breakers Skeleton Army
Zap
Fire Spirit Royal Giant Tombstone Wall Breakers Skeleton Army
Barbarian Barrel
Fire Spirit Tombstone Musketeer Wall Breakers Skeleton Army Magic Archer
The Log
Fire Spirit Royal Giant Tombstone Musketeer Wall Breakers Skeleton Army
Earthquake
Tombstone Skeleton Army
Arrows
Fire Spirit Tombstone Wall Breakers Skeleton Army
Royal Delivery
Fire Spirit Musketeer Wall Breakers Skeleton Army Magic Archer
Fireball
Tombstone Musketeer Wall Breakers Skeleton Army Magic Archer
Poison
Tombstone Musketeer Skeleton Army Magic Archer
Lightning
Tombstone Musketeer Magic Archer
Rocket
Musketeer Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Magic Archer

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 Tombstone 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 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.

Fire Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Wall Breakers Tombstone Skeleton Army Musketeer Magic Archer Royal Giant

Shortest cycle

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

8 Fire Spirit Zap Wall Breakers Tombstone

Attack Synergies 1 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.

Fire Spirit
Royal Giant Zap Wall Breakers
Zap
Fire Spirit Royal Giant Musketeer Wall Breakers Magic Archer
Royal Giant
Fire Spirit Zap Musketeer Magic Archer
Tombstone
Musketeer
Zap Royal Giant
Wall Breakers
Fire Spirit Zap
Skeleton Army
Magic Archer
Zap Royal Giant

Defense Synergies 1 8

Fire Spirit
Zap
Zap
Fire Spirit Tombstone Musketeer Skeleton Army Magic Archer
Royal Giant
Tombstone
Musketeer Zap Magic Archer
Musketeer
Tombstone Zap Skeleton Army
Wall Breakers
Skeleton Army
Zap Musketeer Magic Archer
Magic Archer
Zap Tombstone Skeleton Army

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.

Zap Tombstone Musketeer Magic Archer
Skeleton Army Zap Tombstone Musketeer
Skeleton Army Fire Spirit Tombstone Musketeer
Skeleton Army Tombstone Musketeer
Tombstone Skeleton Army
Skeleton Army Fire Spirit Zap Musketeer Magic Archer
Musketeer Fire Spirit Zap Tombstone Magic Archer
Zap Musketeer Magic Archer
Tombstone Musketeer Skeleton Army
Skeleton Army Fire Spirit Musketeer
Skeleton Army Zap Tombstone Musketeer Magic Archer
Musketeer Zap Magic Archer
Tombstone Skeleton Army Fire Spirit Zap Musketeer
Fire Spirit Skeleton Army Zap Tombstone Magic Archer
Skeleton Army Tombstone
Skeleton Army Zap
Tombstone Musketeer Skeleton Army
Fire Spirit Tombstone Zap Musketeer Skeleton Army Magic Archer
Zap Fire Spirit Tombstone Musketeer Magic Archer
Musketeer
Skeleton Army Fire Spirit Musketeer

Counters to secondary win conditions

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

Skeleton Army Zap Tombstone
Zap Musketeer Magic Archer
Tombstone Skeleton Army Zap Musketeer
Skeleton Army Zap Musketeer
Tombstone Musketeer Skeleton Army
Fire Spirit Zap Musketeer Magic Archer
Skeleton Army Tombstone Musketeer
Skeleton Army
Zap Tombstone Skeleton Army Magic Archer
Tombstone Musketeer Skeleton Army
Tombstone Musketeer
Skeleton Army Zap
Skeleton Army Tombstone
Musketeer Skeleton Army Magic Archer
Tombstone Skeleton Army Zap Musketeer Magic Archer
Zap Musketeer Magic Archer

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.)

Magic Archer Musketeer
Zap Musketeer Magic Archer
Magic Archer
Musketeer
Fire Spirit Zap Magic Archer
Fire Spirit Zap Musketeer Magic Archer
Fire Spirit Musketeer Magic Archer
Fire Spirit Zap Magic Archer
Zap
Fire Spirit Musketeer
Zap Musketeer Magic Archer
Fire Spirit Zap Musketeer Magic Archer
Fire Spirit Musketeer Magic Archer
Musketeer Magic Archer
Zap Musketeer Magic Archer
Zap Musketeer Magic Archer
Magic Archer Musketeer
Fire Spirit Zap Musketeer Magic Archer
Fire Spirit Zap Magic Archer
Musketeer Magic Archer
Musketeer
Zap Musketeer
Zap Fire Spirit Magic Archer
Zap Musketeer Magic Archer
Zap Musketeer Magic Archer
Zap Musketeer Magic Archer
Fire Spirit Zap Musketeer Magic Archer
Zap Musketeer
Zap Musketeer Magic Archer
Zap Magic Archer
Magic Archer
Zap Fire Spirit Tombstone Musketeer Skeleton Army Magic Archer
Fire Spirit Zap Musketeer Magic Archer
Musketeer Magic Archer
Zap Musketeer Magic Archer
Zap
Musketeer
Zap Musketeer Magic Archer
Zap Musketeer Magic Archer
Zap Musketeer Magic Archer

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