My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!

Advanced stuff

Defensive cards

Anti-air

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

Minions Zappies Three Musketeers Goblin Giant Phoenix

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.

Zappies Three Musketeers Goblin Giant Bandit Phoenix

Offensive cards

Win conditions

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

Three Musketeers Wall Breakers Goblin Giant

Damage spells

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

Fireball

Punishments

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

Wall Breakers Goblin Giant Bandit

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.

Wall Breakers Goblin Giant Bandit Phoenix

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.

Bandit

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 Three Musketeers Wall Breakers Bandit Phoenix
Giant Snowball
Minions Zappies Three Musketeers Wall Breakers
Zap
Minions Zappies Three Musketeers Wall Breakers Goblin Giant Bandit
Barbarian Barrel
Zappies Three Musketeers Wall Breakers Bandit
The Log
Zappies Three Musketeers Wall Breakers Bandit
Earthquake
Zappies
Arrows
Minions Zappies Wall Breakers
Royal Delivery
Minions Zappies Three Musketeers Wall Breakers Bandit
Fireball
Minions Zappies Three Musketeers Wall Breakers Bandit
Poison
Minions Zappies Three Musketeers Phoenix
Lightning
Three Musketeers Bandit Phoenix
Rocket
Three Musketeers Phoenix

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

Ladder info

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.

Minions Fireball Three Musketeers

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Minions Bandit Fireball Zappies Phoenix Goblin Giant Three Musketeers

Shortest cycle

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

12 Wall Breakers Minions Bandit Fireball

Attack Synergies 1 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.

Minions
Wall Breakers Goblin Giant Bandit
Fireball
Goblin Giant Wall Breakers
Zappies
Three Musketeers Wall Breakers Goblin Giant Bandit
Three Musketeers
Zappies Bandit
Wall Breakers
Minions Fireball Zappies Goblin Giant
Goblin Giant
Fireball Minions Zappies Wall Breakers Bandit
Bandit
Minions Zappies Three Musketeers Goblin Giant
Phoenix

Defense Synergies 1 7

Minions
Zappies Goblin Giant Bandit
Fireball
Goblin Giant Zappies Bandit
Zappies
Minions Fireball Bandit
Three Musketeers
Bandit
Wall Breakers
Goblin Giant
Fireball Minions
Bandit
Minions Fireball Zappies Three Musketeers
Phoenix

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 Fireball Zappies Goblin Giant
Minions Zappies Three Musketeers Bandit Phoenix
Three Musketeers Minions Zappies Bandit
Three Musketeers Minions Zappies Bandit Phoenix
Fireball
Fireball Minions Zappies Bandit
Minions Three Musketeers Fireball Zappies Phoenix
Fireball Goblin Giant Bandit Phoenix
Zappies Three Musketeers Minions Phoenix
Zappies Bandit Phoenix
Minions Fireball Zappies Goblin Giant Bandit
Minions Three Musketeers Fireball Zappies Phoenix
Minions Fireball Zappies Three Musketeers Bandit
Fireball Three Musketeers Minions Zappies
Zappies Three Musketeers Bandit Phoenix
Fireball Zappies Three Musketeers Bandit
Three Musketeers Minions Fireball Zappies
Fireball Minions Zappies Three Musketeers Bandit
Minions Fireball Zappies Bandit
Zappies Three Musketeers Phoenix
Minions Fireball Zappies Goblin Giant Bandit

Counters to secondary win conditions

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

Fireball Zappies Bandit
Fireball Bandit Phoenix
Zappies Bandit Minions Goblin Giant
Fireball Zappies Goblin Giant Bandit Phoenix
Zappies Three Musketeers Goblin Giant Bandit Phoenix
Fireball Minions Zappies Three Musketeers Goblin Giant
Minions Fireball Zappies Goblin Giant Bandit Phoenix
Zappies Goblin Giant Phoenix
Minions Fireball Zappies Bandit Phoenix
Zappies Three Musketeers Goblin Giant Phoenix
Minions Zappies Phoenix
Fireball Goblin Giant Phoenix
Fireball Zappies Three Musketeers Goblin Giant Bandit
Fireball Zappies Three Musketeers
Zappies Phoenix Minions Fireball Three Musketeers Goblin Giant
Minions Fireball Zappies Phoenix

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 Bandit
Fireball Bandit
Fireball Goblin Giant Bandit
Fireball
Fireball
Fireball Minions Goblin Giant
Fireball
Fireball Bandit
Minions Fireball Three Musketeers
Fireball Bandit
Fireball
Fireball Three Musketeers Bandit
Minions Fireball Bandit
Fireball
Fireball Three Musketeers Bandit
Fireball Three Musketeers Bandit
Fireball Three Musketeers
Minions
Fireball Three Musketeers Bandit
Fireball
Minions Fireball
Fireball
Fireball
Fireball
Fireball Bandit
Fireball Bandit
Fireball Bandit
Fireball
Minions Fireball Zappies
Fireball
Fireball Bandit
Fireball Zappies
Fireball
Minions Fireball Zappies Bandit
Fireball Zappies Three Musketeers
Fireball
Fireball Three Musketeers
Fireball
Fireball
Three Musketeers
Minions Fireball Zappies
Fireball Zappies
Fireball Goblin Giant Bandit

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