My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Great!
Synergy
Mediocre
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 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Bats 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.

Bats Battle Ram Three Musketeers Golem

Offensive cards

Win conditions

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

Battle Ram Three Musketeers Golem

Damage spells

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

Rage The Log

Punishments

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

Battle Ram

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 Barbarians Battle Ram Golem

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.

Golem

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
Bats Battle Ram Three Musketeers
Giant Snowball
Fire Spirit Bats Barbarians Battle Ram Three Musketeers
Zap
Fire Spirit Bats Battle Ram Three Musketeers
Barbarian Barrel
Fire Spirit Barbarians Battle Ram Three Musketeers
The Log
Fire Spirit Barbarians Battle Ram Three Musketeers
Earthquake
Barbarians
Arrows
Fire Spirit Bats
Royal Delivery
Fire Spirit Bats Barbarians Battle Ram Three Musketeers
Fireball
Barbarians Battle Ram Three Musketeers
Poison
Bats Barbarians Three Musketeers
Lightning
Battle Ram Three Musketeers
Rocket
Barbarians Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit The Log

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 Bats Battle Ram Rage Golem

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 Barbarians 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 Bats Rage The Log Battle Ram Barbarians Golem Three Musketeers

Shortest cycle

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

7 Fire Spirit Bats Rage The Log

Attack Synergies 1 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.

Fire Spirit
Battle Ram Three Musketeers Golem
Bats
Battle Ram Rage Golem
Barbarians
Battle Ram
The Log Fire Spirit Bats Three Musketeers
Three Musketeers
Fire Spirit Battle Ram Rage The Log
Rage
Bats Three Musketeers
Golem
Fire Spirit Bats The Log
The Log
Battle Ram Three Musketeers Golem

Defense Synergies 0 3

Fire Spirit
The Log
Bats
The Log
Barbarians
Battle Ram
Three Musketeers
The Log
Rage
Golem
The Log
Fire Spirit Bats Three Musketeers

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.

The Log
Barbarians Bats Three Musketeers The Log
Barbarians Three Musketeers Fire Spirit Bats
Barbarians Three Musketeers Bats
Barbarians The Log
The Log Fire Spirit Bats
Bats Three Musketeers Fire Spirit
Barbarians The Log
Barbarians Three Musketeers
Fire Spirit Barbarians
Bats Barbarians The Log
Three Musketeers Bats
Barbarians Fire Spirit Bats Three Musketeers The Log
Fire Spirit Three Musketeers Bats Barbarians The Log
Barbarians Three Musketeers
Barbarians Three Musketeers The Log
Barbarians Three Musketeers Bats
Fire Spirit Bats Barbarians Three Musketeers The Log
The Log Fire Spirit Bats Barbarians
Barbarians Three Musketeers
Fire Spirit Bats Barbarians The Log

Counters to secondary win conditions

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

Barbarians
The Log
Barbarians Bats The Log
Bats Barbarians The Log
Barbarians Three Musketeers
Fire Spirit Bats Three Musketeers
Bats Barbarians
Barbarians
Bats Barbarians The Log
Barbarians Three Musketeers
Bats Barbarians
Barbarians The Log
Barbarians Three Musketeers
Barbarians Three Musketeers
Barbarians Bats Three Musketeers The Log
Bats Barbarians The Log

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.)

The Log
The Log
The Log
Barbarians The Log
Fire Spirit The Log
Fire Spirit Bats
Fire Spirit The Log
The Log Fire Spirit
The Log
Fire Spirit Bats Three Musketeers
The Log
Fire Spirit
Fire Spirit Three Musketeers The Log
The Log
Three Musketeers The Log
Three Musketeers The Log
Three Musketeers
Bats
Fire Spirit Three Musketeers The Log
Fire Spirit The Log
The Log
The Log
Barbarians The Log
The Log Fire Spirit
The Log
The Log
The Log
Fire Spirit Bats
Bats
The Log
The Log
Fire Spirit Bats Barbarians
Fire Spirit Three Musketeers
The Log
Three Musketeers
The Log
Three Musketeers
Bats The Log
Bats
The Log

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