My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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.

Firecracker Three Musketeers

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.

Ice Spirit Firecracker Royal Giant Suspicious Bush Three Musketeers Monk

Offensive cards

Win conditions

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

Royal Giant Three Musketeers Graveyard

Damage spells

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

Missing

Punishments

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

Royal Giant Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Electro Spirit Ice Spirit Royal Giant

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.

Electro Spirit Firecracker Graveyard Monk

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
Royal Giant Three Musketeers Graveyard
Giant Snowball
Three Musketeers Graveyard
Zap
Firecracker Royal Giant Three Musketeers Graveyard
Barbarian Barrel
Electro Spirit Ice Spirit Firecracker Three Musketeers Graveyard
The Log
Electro Spirit Ice Spirit Firecracker Royal Giant Suspicious Bush Three Musketeers Graveyard
Earthquake
Firecracker Graveyard
Arrows
Electro Spirit Ice Spirit Firecracker Suspicious Bush Graveyard
Royal Delivery
Electro Spirit Ice Spirit Firecracker Three Musketeers Graveyard
Fireball
Firecracker Suspicious Bush Three Musketeers
Poison
Firecracker Suspicious Bush Three Musketeers Graveyard
Lightning
Three Musketeers Monk
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Firecracker

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.

Electro Spirit Ice Spirit Suspicious Bush

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.

Royal Giant Graveyard

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.

Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Ice Spirit Suspicious Bush Firecracker Graveyard Monk Royal Giant Three Musketeers

Shortest cycle

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

7 Electro Spirit Ice Spirit Suspicious Bush Firecracker

Attack Synergies 2 10

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.

Electro Spirit
Royal Giant
Ice Spirit
Royal Giant Firecracker Royal Giant Three Musketeers Graveyard
Firecracker
Royal Giant Ice Spirit Three Musketeers Monk
Royal Giant
Ice Spirit Firecracker Electro Spirit Ice Spirit Monk
Suspicious Bush
Three Musketeers
Ice Spirit Firecracker Graveyard Monk
Graveyard
Ice Spirit Three Musketeers
Monk
Firecracker Royal Giant Three Musketeers

Defense Synergies 0 2

Electro Spirit
Ice Spirit
Firecracker Three Musketeers
Firecracker
Ice Spirit
Royal Giant
Suspicious Bush
Three Musketeers
Ice Spirit
Graveyard
Monk

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.

Firecracker
Ice Spirit Firecracker Three Musketeers Monk
Three Musketeers
Three Musketeers Firecracker Monk
Firecracker Monk
Electro Spirit Firecracker
Three Musketeers Electro Spirit Ice Spirit Firecracker
Electro Spirit Monk
Three Musketeers
Ice Spirit Firecracker
Electro Spirit Firecracker
Three Musketeers Firecracker
Ice Spirit Three Musketeers
Three Musketeers Electro Spirit Ice Spirit Firecracker
Three Musketeers
Monk Ice Spirit Three Musketeers
Three Musketeers Firecracker
Ice Spirit Electro Spirit Firecracker Three Musketeers
Electro Spirit Ice Spirit Firecracker
Three Musketeers
Electro Spirit Firecracker

Counters to secondary win conditions

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

Firecracker Monk
Ice Spirit
Monk
Three Musketeers
Firecracker Electro Spirit Ice Spirit Three Musketeers Monk
Electro Spirit Ice Spirit Firecracker Monk
Three Musketeers
Monk
Three Musketeers
Firecracker Three Musketeers
Electro Spirit Ice Spirit Firecracker Three Musketeers Monk
Electro Spirit Firecracker
Electro Spirit

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.)

Firecracker Monk
Firecracker Monk
Firecracker
Firecracker
Firecracker Electro Spirit Ice Spirit Monk
Firecracker
Ice Spirit Firecracker
Monk Firecracker
Three Musketeers
Firecracker Monk
Monk Firecracker
Firecracker Three Musketeers
Firecracker Monk
Firecracker
Firecracker Three Musketeers
Firecracker Three Musketeers
Monk Three Musketeers
Firecracker Three Musketeers Monk
Firecracker Monk
Monk
Monk
Monk
Firecracker Electro Spirit Ice Spirit
Firecracker Monk
Monk
Firecracker
Firecracker
Electro Spirit Ice Spirit Firecracker
Electro Spirit Ice Spirit Firecracker Monk
Firecracker Monk
Electro Spirit Ice Spirit
Firecracker Three Musketeers Monk
Firecracker Three Musketeers
Firecracker
Monk
Firecracker Three Musketeers
Electro Spirit Ice Spirit Firecracker
Firecracker
Firecracker Monk
Firecracker Monk

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