My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Skeleton Dragons Three Musketeers

Defensive buildings

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

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeleton Dragons Three Musketeers Electro Giant Royal Ghost

Offensive cards

Win conditions

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

Mortar Three Musketeers Electro Giant

Damage spells

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

Earthquake The Log

Punishments

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

Mortar Royal Ghost

Pump responses

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

Earthquake

Dropped at the bridge

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

Fire Spirit Mortar Electro Giant 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
Three Musketeers
Giant Snowball
Fire Spirit Skeleton Dragons Three Musketeers
Zap
Fire Spirit Mortar Three Musketeers
Barbarian Barrel
Fire Spirit Mortar Three Musketeers Royal Ghost
The Log
Fire Spirit Three Musketeers
Earthquake
Mortar
Arrows
Fire Spirit Skeleton Dragons
Royal Delivery
Fire Spirit Skeleton Dragons Three Musketeers Royal Ghost
Fireball
Skeleton Dragons Mortar Three Musketeers
Poison
Skeleton Dragons Mortar Three Musketeers
Lightning
Skeleton Dragons Mortar Three Musketeers
Rocket
Mortar Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Skeleton Dragons Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Skeleton Dragons Mortar Earthquake Electro Giant The Log 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 Electro Giant Royal Ghost

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit The Log Earthquake Royal Ghost Skeleton Dragons Mortar Electro Giant Three Musketeers

Shortest cycle

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

9 Fire Spirit The Log Earthquake Royal Ghost

Attack Synergies 0 9

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
Mortar Three Musketeers
Skeleton Dragons
Mortar Three Musketeers
Mortar
Fire Spirit Skeleton Dragons The Log
Earthquake
Electro Giant The Log
Three Musketeers
Fire Spirit Skeleton Dragons The Log Royal Ghost
Electro Giant
Earthquake
The Log
Mortar Earthquake Three Musketeers
Royal Ghost
Three Musketeers

Defense Synergies 1 8

Fire Spirit
The Log
Skeleton Dragons
The Log Mortar Earthquake
Mortar
Skeleton Dragons Earthquake The Log
Earthquake
Skeleton Dragons Mortar The Log
Three Musketeers
The Log
Electro Giant
The Log
Skeleton Dragons Fire Spirit Mortar Earthquake Three Musketeers Royal Ghost
Royal Ghost
The Log

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.

Earthquake Skeleton Dragons Mortar The Log
Skeleton Dragons Mortar Three Musketeers The Log
Mortar Three Musketeers Fire Spirit Skeleton Dragons
Three Musketeers Skeleton Dragons Mortar
Earthquake The Log
The Log Fire Spirit Skeleton Dragons Earthquake Royal Ghost
Skeleton Dragons Three Musketeers Fire Spirit Mortar
Earthquake Skeleton Dragons Electro Giant The Log
Three Musketeers Mortar
Fire Spirit Royal Ghost
Skeleton Dragons Earthquake Electro Giant The Log Royal Ghost
Skeleton Dragons Three Musketeers
Mortar Fire Spirit Skeleton Dragons Earthquake Three Musketeers The Log
Fire Spirit Three Musketeers Skeleton Dragons Mortar Earthquake The Log Royal Ghost
Mortar Three Musketeers
Mortar Three Musketeers Electro Giant The Log
Three Musketeers Skeleton Dragons Mortar
Fire Spirit Mortar Skeleton Dragons Three Musketeers The Log Royal Ghost
Mortar Earthquake The Log Fire Spirit Skeleton Dragons Royal Ghost
Mortar Three Musketeers
Skeleton Dragons Royal Ghost Fire Spirit Earthquake Electro Giant The Log

Counters to secondary win conditions

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

Electro Giant Royal Ghost
Skeleton Dragons Mortar The Log Royal Ghost
The Log
The Log
Three Musketeers
Fire Spirit Skeleton Dragons Electro Giant Three Musketeers
Skeleton Dragons Mortar The Log
Skeleton Dragons Three Musketeers
Electro Giant The Log
Three Musketeers
Skeleton Dragons Three Musketeers Electro Giant
Electro Giant Skeleton Dragons Mortar Three Musketeers The Log
Skeleton Dragons Earthquake Electro Giant The Log 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.)

Earthquake Skeleton Dragons Mortar The Log Royal Ghost
Mortar Skeleton Dragons The Log Royal Ghost
Earthquake Skeleton Dragons The Log
Earthquake Skeleton Dragons The Log
Fire Spirit Skeleton Dragons Mortar Earthquake The Log
Skeleton Dragons Electro Giant Fire Spirit
Fire Spirit Skeleton Dragons Mortar Earthquake The Log
Earthquake The Log Fire Spirit Skeleton Dragons
The Log Skeleton Dragons Mortar
Fire Spirit Three Musketeers
Skeleton Dragons Mortar Earthquake The Log
Fire Spirit Skeleton Dragons
Earthquake Fire Spirit Skeleton Dragons Mortar Three Musketeers The Log
Earthquake Skeleton Dragons Mortar
Earthquake Skeleton Dragons Mortar The Log
Earthquake Skeleton Dragons Mortar Three Musketeers The Log
Earthquake Skeleton Dragons Mortar Three Musketeers The Log
Mortar Earthquake Three Musketeers
Skeleton Dragons
Fire Spirit Skeleton Dragons Mortar Earthquake Three Musketeers The Log
Fire Spirit Skeleton Dragons Mortar Earthquake Electro Giant The Log
Skeleton Dragons Earthquake The Log
Skeleton Dragons
The Log
Earthquake Skeleton Dragons Mortar The Log
Earthquake Electro Giant The Log Fire Spirit Skeleton Dragons Mortar
Mortar The Log Skeleton Dragons Earthquake Royal Ghost
Skeleton Dragons Mortar The Log
Skeleton Dragons Mortar The Log
Fire Spirit Skeleton Dragons Electro Giant
Skeleton Dragons Electro Giant
Skeleton Dragons Mortar Earthquake The Log
Skeleton Dragons
Earthquake The Log
Earthquake Fire Spirit
Fire Spirit Skeleton Dragons Three Musketeers
The Log
Skeleton Dragons Three Musketeers
The Log Skeleton Dragons Mortar Earthquake
Electro Giant
Skeleton Dragons Three Musketeers
Electro Giant Skeleton Dragons The Log
Skeleton Dragons
Mortar Electro Giant The Log Royal Ghost

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