My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Bad
Versatility
Godly!
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 Spear Goblins Three Musketeers Inferno Dragon

Defensive buildings

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

Bomb Tower

Investments

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

Spear Goblins Battle Ram Three Musketeers Electro Giant Inferno Dragon

Offensive cards

Win conditions

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

Battle Ram Three Musketeers Electro Giant

Damage spells

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

Arrows

Punishments

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

Battle Ram Electro Giant

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 Spear Goblins Battle Ram 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
Spear Goblins Battle Ram Three Musketeers Inferno Dragon
Giant Snowball
Fire Spirit Spear Goblins Battle Ram Three Musketeers Inferno Dragon
Zap
Fire Spirit Spear Goblins Battle Ram Three Musketeers Inferno Dragon
Barbarian Barrel
Fire Spirit Spear Goblins Battle Ram Bomb Tower Three Musketeers
The Log
Fire Spirit Spear Goblins Battle Ram Three Musketeers
Earthquake
Spear Goblins Bomb Tower
Arrows
Fire Spirit Spear Goblins
Royal Delivery
Fire Spirit Spear Goblins Battle Ram Three Musketeers Inferno Dragon
Fireball
Battle Ram Bomb Tower Three Musketeers Inferno Dragon
Poison
Spear Goblins Bomb Tower Three Musketeers
Lightning
Battle Ram Bomb Tower Three Musketeers Inferno Dragon
Rocket
Bomb Tower Three Musketeers Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Bomb Tower 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 Spear Goblins Arrows Battle Ram Electro Giant Inferno Dragon

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 Spear Goblins Arrows Battle Ram Bomb Tower Inferno Dragon Electro Giant Three Musketeers

Shortest cycle

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

10 Fire Spirit Spear Goblins Arrows Battle Ram

Attack Synergies 0 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
Battle Ram Three Musketeers Inferno Dragon
Spear Goblins
Battle Ram Inferno Dragon
Arrows
Battle Ram
Battle Ram
Fire Spirit Spear Goblins Arrows Three Musketeers
Bomb Tower
Three Musketeers
Fire Spirit Battle Ram
Electro Giant
Inferno Dragon
Inferno Dragon
Fire Spirit Spear Goblins Electro Giant

Defense Synergies 0 6

Fire Spirit
Spear Goblins
Spear Goblins
Fire Spirit Arrows Bomb Tower Inferno Dragon
Arrows
Spear Goblins Bomb Tower
Battle Ram
Bomb Tower
Spear Goblins Arrows
Three Musketeers
Electro Giant
Inferno Dragon
Inferno Dragon
Spear Goblins Electro Giant

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.

Spear Goblins
Bomb Tower Inferno Dragon Three Musketeers
Bomb Tower Three Musketeers Fire Spirit Inferno Dragon
Bomb Tower Three Musketeers Inferno Dragon
Arrows Bomb Tower
Arrows Fire Spirit Spear Goblins Bomb Tower
Three Musketeers Inferno Dragon Fire Spirit Spear Goblins Arrows Bomb Tower
Arrows Bomb Tower Electro Giant
Three Musketeers Inferno Dragon Bomb Tower
Fire Spirit Spear Goblins
Spear Goblins Arrows Bomb Tower Electro Giant
Arrows Three Musketeers Inferno Dragon Spear Goblins
Bomb Tower Fire Spirit Three Musketeers
Fire Spirit Bomb Tower Three Musketeers Arrows
Inferno Dragon Bomb Tower Three Musketeers
Bomb Tower Three Musketeers Electro Giant Inferno Dragon
Bomb Tower Three Musketeers Arrows
Fire Spirit Arrows Bomb Tower Spear Goblins Three Musketeers
Arrows Bomb Tower Fire Spirit Spear Goblins Inferno Dragon
Bomb Tower Three Musketeers Inferno Dragon
Fire Spirit Spear Goblins Arrows Bomb Tower Electro Giant

Counters to secondary win conditions

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

Spear Goblins Electro Giant
Arrows Bomb Tower Inferno Dragon
Spear Goblins Bomb Tower
Three Musketeers Inferno Dragon
Fire Spirit Arrows Electro Giant Bomb Tower Three Musketeers
Spear Goblins Bomb Tower
Bomb Tower Inferno Dragon
Spear Goblins Bomb Tower Inferno Dragon
Three Musketeers Inferno Dragon
Inferno Dragon Bomb Tower
Arrows Electro Giant
Bomb Tower Three Musketeers
Bomb Tower Three Musketeers Electro Giant
Electro Giant Spear Goblins Bomb Tower Three Musketeers Inferno Dragon
Arrows Bomb Tower Electro Giant Inferno Dragon
Arrows Bomb Tower

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.)

Arrows
Arrows
Arrows
Arrows
Fire Spirit Arrows
Arrows Electro Giant Fire Spirit Spear Goblins
Fire Spirit Arrows
Arrows Fire Spirit
Arrows
Fire Spirit Three Musketeers
Arrows
Fire Spirit Arrows
Fire Spirit Three Musketeers
Arrows
Arrows
Spear Goblins Arrows Three Musketeers
Arrows Three Musketeers
Arrows Three Musketeers
Fire Spirit Arrows Three Musketeers
Fire Spirit Arrows Electro Giant
Arrows
Arrows
Arrows Electro Giant Fire Spirit
Inferno Dragon
Arrows
Arrows
Arrows
Fire Spirit Arrows Electro Giant
Electro Giant
Arrows
Arrows
Arrows
Fire Spirit Spear Goblins
Fire Spirit Arrows Three Musketeers
Arrows
Three Musketeers
Arrows
Arrows Electro Giant
Three Musketeers
Electro Giant
Electro Giant
Inferno Dragon

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