My Best Clash Royale Deck

Deck Check Rating

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

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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Minions 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.

Bomber Three Musketeers Witch Electro Giant

Offensive cards

Win conditions

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

Three Musketeers Electro Giant

Damage spells

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

Fireball Rocket

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Rocket

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Electro Giant

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
Bomber Minions Three Musketeers
Giant Snowball
Fire Spirit Bomber Minions Three Musketeers Witch
Zap
Fire Spirit Bomber Minions Three Musketeers Witch
Barbarian Barrel
Fire Spirit Bomber Three Musketeers Witch
The Log
Fire Spirit Bomber Three Musketeers Witch
Earthquake
Bomber Witch
Arrows
Fire Spirit Bomber Minions Witch
Royal Delivery
Fire Spirit Bomber Minions Three Musketeers Witch
Fireball
Bomber Minions Three Musketeers Witch
Poison
Bomber Minions Three Musketeers Witch
Lightning
Three Musketeers Witch
Rocket
Three Musketeers Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Rocket Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Fireball Rocket Electro Giant

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 Rocket Electro Giant

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 Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber Minions Fireball Witch Rocket Electro Giant Three Musketeers

Shortest cycle

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

10 Fire Spirit Bomber Minions Fireball

Attack Synergies 0 3

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
Three Musketeers
Bomber
Minions
Minions
Bomber
Fireball
Rocket
Electro Giant
Three Musketeers
Fire Spirit
Witch
Electro Giant
Rocket

Defense Synergies 0 1

Fire Spirit
Bomber
Electro Giant
Minions
Fireball
Rocket
Three Musketeers
Witch
Electro Giant
Bomber

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.

Rocket Bomber Minions Fireball
Bomber Minions Three Musketeers Witch
Rocket Three Musketeers Witch Fire Spirit Bomber Minions
Three Musketeers Witch Bomber Minions
Bomber Fireball Rocket
Fireball Fire Spirit Bomber Minions
Minions Rocket Three Musketeers Fire Spirit Fireball Witch
Rocket Fireball Electro Giant
Three Musketeers Witch Minions
Fire Spirit Bomber
Minions Witch Bomber Fireball Electro Giant
Minions Three Musketeers Fireball Witch
Fire Spirit Bomber Minions Fireball Rocket Three Musketeers Witch
Fire Spirit Bomber Fireball Rocket Three Musketeers Minions Witch
Three Musketeers
Rocket Fireball Three Musketeers Electro Giant
Three Musketeers Bomber Minions Fireball Witch
Fire Spirit Fireball Bomber Minions Three Musketeers Witch
Witch Fire Spirit Bomber Minions Fireball
Three Musketeers
Bomber Fire Spirit Minions Fireball Witch Electro Giant

Counters to secondary win conditions

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

Fireball Witch Electro Giant
Fireball Bomber Rocket
Minions Rocket Witch
Rocket Fireball
Three Musketeers Witch
Fire Spirit Fireball Rocket Electro Giant Minions Three Musketeers Witch
Rocket Minions Fireball Witch
Rocket Minions Fireball Witch
Witch Three Musketeers
Minions Witch
Rocket Fireball Electro Giant
Rocket Fireball Three Musketeers Witch
Bomber Fireball Three Musketeers Witch Electro Giant
Witch Electro Giant Bomber Minions Fireball Rocket Three Musketeers
Minions Bomber Fireball Witch Electro Giant

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 Rocket
Fireball
Rocket Fireball
Fireball Rocket
Bomber Fireball Rocket Fire Spirit
Fireball Electro Giant Fire Spirit Minions Rocket Witch
Fire Spirit Bomber Witch
Fireball Fire Spirit
Fireball
Rocket Fire Spirit Minions Fireball Three Musketeers
Rocket Fireball
Fireball Fire Spirit Rocket
Rocket Fire Spirit Fireball Three Musketeers
Minions Fireball Rocket
Fireball
Rocket Bomber Fireball Three Musketeers Witch
Fireball Rocket Three Musketeers
Fireball Rocket Three Musketeers
Bomber Minions Rocket
Rocket Fire Spirit Bomber Fireball Three Musketeers
Rocket Fire Spirit Bomber Fireball Witch Electro Giant
Rocket Minions Fireball
Rocket Fireball
Rocket
Rocket Fireball
Electro Giant Fire Spirit Bomber Fireball Witch
Witch
Fireball Witch
Fireball Witch
Fireball Rocket
Fire Spirit Fireball Witch Electro Giant
Rocket Minions Fireball Witch Electro Giant
Fireball
Bomber Fireball Rocket
Rocket Fireball
Rocket Fireball
Fire Spirit Minions Fireball Rocket Witch
Fireball Rocket Fire Spirit Three Musketeers Witch
Fireball
Fireball Rocket Three Musketeers
Bomber Fireball
Rocket Fireball Electro Giant
Three Musketeers
Electro Giant Minions Fireball Rocket Witch
Fireball Rocket Witch
Fireball Rocket Witch Electro Giant

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