My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Fire Spirit Rascals Three Musketeers Witch

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.

Rascals Battle Ram Three Musketeers Witch Royal Ghost Fisherman

Offensive cards

Win conditions

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

Battle Ram Three Musketeers

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.

Battle Ram Royal Ghost

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 Rascals Battle Ram Royal Ghost

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.

Royal Ghost

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
Battle Ram Three Musketeers Fisherman
Giant Snowball
Fire Spirit Battle Ram Three Musketeers Witch Fisherman
Zap
Fire Spirit Battle Ram Three Musketeers Witch Fisherman
Barbarian Barrel
Fire Spirit Rascals Battle Ram Three Musketeers Witch Royal Ghost
The Log
Fire Spirit Rascals Battle Ram Three Musketeers Witch Fisherman
Earthquake
Witch
Arrows
Fire Spirit Rascals Witch
Royal Delivery
Fire Spirit Rascals Battle Ram Three Musketeers Witch Royal Ghost Fisherman
Fireball
Rascals Battle Ram Three Musketeers Witch Fisherman
Poison
Rascals Three Musketeers Witch Fisherman
Lightning
Battle Ram Three Musketeers Witch Fisherman
Rocket
Rascals Three Musketeers Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball Royal Ghost

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 Battle Ram Royal Ghost

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 Three Musketeers Witch

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Royal Ghost Fisherman Fireball Battle Ram Rascals Witch Three Musketeers

Shortest cycle

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

11 Fire Spirit Royal Ghost Fisherman Fireball

Attack Synergies 0 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.

Fire Spirit
Battle Ram Three Musketeers Fisherman
Rascals
Battle Ram
Fireball
Battle Ram
Battle Ram
Fire Spirit Rascals Fireball Three Musketeers Witch Royal Ghost
Three Musketeers
Fire Spirit Battle Ram Royal Ghost
Witch
Battle Ram Royal Ghost
Royal Ghost
Battle Ram Three Musketeers Witch Fisherman
Fisherman
Fire Spirit Royal Ghost

Defense Synergies 0 2

Fire Spirit
Rascals
Fireball
Battle Ram
Three Musketeers
Witch
Royal Ghost Fisherman
Royal Ghost
Witch
Fisherman
Witch

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
Rascals Three Musketeers Witch Fisherman
Three Musketeers Witch Fisherman Fire Spirit Rascals
Three Musketeers Witch Rascals Fisherman
Fireball
Fireball Fire Spirit Rascals Royal Ghost
Three Musketeers Fire Spirit Rascals Fireball Witch
Rascals Fireball
Three Musketeers Witch Rascals Fisherman
Fire Spirit Rascals Royal Ghost Fisherman
Witch Rascals Fireball Royal Ghost Fisherman
Three Musketeers Rascals Fireball Witch
Fire Spirit Rascals Fireball Three Musketeers Witch
Fire Spirit Fireball Three Musketeers Rascals Witch Royal Ghost
Rascals Three Musketeers
Rascals Fireball Three Musketeers Fisherman
Three Musketeers Rascals Fireball Witch Fisherman
Fire Spirit Fireball Rascals Three Musketeers Witch Royal Ghost Fisherman
Witch Fire Spirit Rascals Fireball Royal Ghost Fisherman
Three Musketeers Fisherman
Rascals Royal Ghost Fire Spirit Fireball Witch Fisherman

Counters to secondary win conditions

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

Rascals Fireball Witch Royal Ghost Fisherman
Fireball Royal Ghost Fisherman
Rascals Witch Fisherman
Rascals Fireball Fisherman
Rascals Three Musketeers Witch Fisherman
Fire Spirit Fireball Rascals Three Musketeers Witch
Rascals Fireball Witch
Rascals Fisherman
Fireball Witch
Witch Three Musketeers
Rascals Witch
Fireball
Rascals Fireball Three Musketeers Witch
Rascals Fireball Three Musketeers Witch
Rascals Witch Fireball Three Musketeers Fisherman
Rascals Fireball Witch Royal Ghost

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 Rascals Royal Ghost
Fireball Royal Ghost Fisherman
Fireball
Rascals Fireball
Fireball Fire Spirit
Fireball Fire Spirit Witch
Fire Spirit Witch
Fireball Fire Spirit
Fireball Fisherman
Fire Spirit Fireball Three Musketeers Fisherman
Fireball Fisherman
Fireball Fire Spirit
Fire Spirit Fireball Three Musketeers Fisherman
Fireball Fisherman
Fireball Fisherman
Fireball Three Musketeers Witch
Fireball Three Musketeers
Fireball Three Musketeers
Fisherman
Fire Spirit Fireball Three Musketeers Fisherman
Fire Spirit Fireball Witch
Fireball
Fireball
Fisherman
Fireball
Fire Spirit Fireball Witch
Witch Fisherman
Fireball Witch Royal Ghost Fisherman
Fireball Witch Fisherman
Fireball Fisherman
Fire Spirit Fireball Witch
Fireball Witch
Fireball
Fireball
Fireball
Fireball
Fire Spirit Fireball Witch
Fireball Fire Spirit Three Musketeers Witch
Fireball
Fireball Rascals Three Musketeers
Fireball
Fireball
Three Musketeers
Rascals Fireball Witch
Fireball Witch
Fireball Witch Royal Ghost

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