My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Great!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Three Musketeers Ice Wizard

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.

Battle Ram Three Musketeers Ice Wizard Bandit

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.

Zap Barbarian Barrel

Punishments

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

Battle Ram Bandit

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 Goblins Battle Ram Barbarian Barrel Bandit

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.

Bandit

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 Bandit
Giant Snowball
Fire Spirit Goblins Battle Ram Three Musketeers
Zap
Fire Spirit Goblins Battle Ram Three Musketeers Bandit
Barbarian Barrel
Fire Spirit Goblins Battle Ram Three Musketeers Ice Wizard Bandit
The Log
Fire Spirit Goblins Battle Ram Three Musketeers Bandit
Earthquake
Arrows
Fire Spirit Goblins
Royal Delivery
Fire Spirit Goblins Battle Ram Three Musketeers Ice Wizard Bandit
Fireball
Battle Ram Three Musketeers Ice Wizard Bandit
Poison
Three Musketeers Ice Wizard
Lightning
Battle Ram Three Musketeers Ice Wizard Bandit
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Barbarian Barrel Ice Wizard

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 Ice Wizard

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 Goblins Three Musketeers Ice Wizard

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 Goblins Zap Barbarian Barrel Ice Wizard Bandit Battle Ram Three Musketeers

Shortest cycle

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

7 Fire Spirit Goblins Zap Barbarian Barrel

Attack Synergies 2 17

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
Zap Battle Ram Three Musketeers Bandit
Goblins
Zap Battle Ram
Zap
Battle Ram Fire Spirit Goblins Three Musketeers Barbarian Barrel Ice Wizard Bandit
Battle Ram
Zap Bandit Fire Spirit Goblins Three Musketeers Barbarian Barrel
Three Musketeers
Fire Spirit Zap Battle Ram Barbarian Barrel Bandit
Barbarian Barrel
Zap Battle Ram Three Musketeers Ice Wizard Bandit
Ice Wizard
Zap Barbarian Barrel Bandit
Bandit
Battle Ram Fire Spirit Zap Three Musketeers Barbarian Barrel Ice Wizard

Defense Synergies 0 14

Fire Spirit
Zap
Goblins
Zap Barbarian Barrel Ice Wizard Bandit
Zap
Fire Spirit Goblins Three Musketeers Barbarian Barrel Ice Wizard Bandit
Battle Ram
Three Musketeers
Zap Barbarian Barrel Bandit
Barbarian Barrel
Goblins Zap Three Musketeers Ice Wizard Bandit
Ice Wizard
Goblins Zap Barbarian Barrel Bandit
Bandit
Goblins Zap Three Musketeers Barbarian Barrel Ice Wizard

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.

Zap Barbarian Barrel
Goblins Zap Three Musketeers Ice Wizard Bandit
Three Musketeers Fire Spirit Goblins Ice Wizard Bandit
Three Musketeers Goblins Ice Wizard Bandit
Barbarian Barrel
Barbarian Barrel Fire Spirit Goblins Zap Ice Wizard Bandit
Three Musketeers Fire Spirit Zap Ice Wizard
Zap Barbarian Barrel Bandit
Three Musketeers Goblins Ice Wizard
Fire Spirit Goblins Barbarian Barrel Ice Wizard Bandit
Goblins Ice Wizard Zap Barbarian Barrel Bandit
Three Musketeers Zap Ice Wizard
Fire Spirit Zap Three Musketeers Ice Wizard Bandit
Fire Spirit Three Musketeers Goblins Zap Barbarian Barrel
Three Musketeers Bandit
Zap Three Musketeers Bandit
Three Musketeers Goblins
Fire Spirit Goblins Zap Three Musketeers Barbarian Barrel Ice Wizard Bandit
Zap Barbarian Barrel Fire Spirit Ice Wizard Bandit
Three Musketeers
Fire Spirit Goblins Barbarian Barrel Bandit

Counters to secondary win conditions

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

Goblins Zap Barbarian Barrel Bandit
Bandit Zap Barbarian Barrel
Bandit Goblins Zap
Zap Barbarian Barrel Bandit
Three Musketeers Bandit
Fire Spirit Zap Three Musketeers Ice Wizard
Goblins Ice Wizard Bandit
Zap Goblins Barbarian Barrel Bandit
Three Musketeers
Zap
Three Musketeers Bandit
Three Musketeers
Goblins Zap Three Musketeers Barbarian Barrel
Zap Barbarian Barrel Ice Wizard

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.)

Barbarian Barrel Bandit
Zap Barbarian Barrel Ice Wizard Bandit
Barbarian Barrel Bandit
Barbarian Barrel
Fire Spirit Zap Barbarian Barrel
Fire Spirit Zap Ice Wizard
Fire Spirit
Fire Spirit Zap Barbarian Barrel Ice Wizard
Zap Bandit
Fire Spirit Goblins Three Musketeers
Zap Barbarian Barrel Bandit
Fire Spirit Zap
Fire Spirit Three Musketeers Barbarian Barrel Bandit
Barbarian Barrel Bandit
Zap Barbarian Barrel
Zap Three Musketeers Barbarian Barrel Bandit
Three Musketeers Barbarian Barrel Bandit
Three Musketeers Barbarian Barrel
Fire Spirit Zap Three Musketeers Barbarian Barrel Bandit
Fire Spirit Zap Barbarian Barrel
Zap Barbarian Barrel
Zap Fire Spirit Barbarian Barrel Ice Wizard
Zap Barbarian Barrel Ice Wizard Bandit
Zap Bandit
Zap Barbarian Barrel Bandit
Fire Spirit Zap Ice Wizard
Zap
Zap Bandit
Zap
Zap Fire Spirit Barbarian Barrel Bandit
Fire Spirit Zap Three Musketeers Ice Wizard
Barbarian Barrel
Three Musketeers
Zap
Zap
Three Musketeers
Zap
Zap
Zap Barbarian Barrel Bandit

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