My Best Clash Royale Deck

Deck Check Rating

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

1 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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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

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.

Spear Goblins Knight Three Musketeers

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Zap Fireball The Log

Pump responses

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

Fireball

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 Knight Barbarians

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 Three Musketeers
Giant Snowball
Fire Spirit Spear Goblins Barbarians Three Musketeers
Zap
Fire Spirit Spear Goblins Three Musketeers
Barbarian Barrel
Fire Spirit Spear Goblins Knight Barbarians Three Musketeers
The Log
Fire Spirit Spear Goblins Barbarians Three Musketeers
Earthquake
Spear Goblins Barbarians
Arrows
Fire Spirit Spear Goblins
Royal Delivery
Fire Spirit Spear Goblins Knight Barbarians Three Musketeers
Fireball
Barbarians Three Musketeers
Poison
Spear Goblins Barbarians Three Musketeers
Lightning
Knight Three Musketeers
Rocket
Barbarians Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Fireball 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 Spear Goblins Knight

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.

Fireball

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 Fireball 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.

Great!

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 Zap The Log Knight Fireball Barbarians Three Musketeers

Shortest cycle

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

7 Fire Spirit Spear Goblins Zap The Log

Attack Synergies 3 11

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 Knight Three Musketeers
Spear Goblins
Knight Zap
Zap
Fireball Fire Spirit Spear Goblins Knight Three Musketeers The Log
Knight
Spear Goblins Three Musketeers Fire Spirit Zap Fireball The Log
Barbarians
Fireball
Zap Knight The Log
Three Musketeers
Knight Fire Spirit Zap The Log
The Log
Zap Knight Fireball Three Musketeers

Defense Synergies 4 14

Fire Spirit
Knight Spear Goblins Zap The Log
Spear Goblins
Knight Fire Spirit Zap Barbarians The Log
Zap
Fireball Fire Spirit Spear Goblins Knight Barbarians Three Musketeers The Log
Knight
Fire Spirit Spear Goblins Zap Fireball Three Musketeers The Log
Barbarians
Spear Goblins Zap
Fireball
Zap The Log Knight
Three Musketeers
Zap Knight The Log
The Log
Fireball Fire Spirit Spear Goblins Zap Knight 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.

Spear Goblins Zap Knight Fireball The Log
Barbarians Zap Knight Three Musketeers The Log
Barbarians Three Musketeers Fire Spirit Knight
Barbarians Three Musketeers Knight
Barbarians Fireball The Log
Fireball The Log Fire Spirit Spear Goblins Zap
Three Musketeers Fire Spirit Spear Goblins Zap Fireball
Zap Barbarians Fireball The Log
Barbarians Three Musketeers
Knight Fire Spirit Spear Goblins Barbarians
Barbarians Spear Goblins Zap Knight Fireball The Log
Three Musketeers Spear Goblins Zap Fireball
Barbarians Fire Spirit Zap Knight Fireball Three Musketeers The Log
Fire Spirit Fireball Three Musketeers Zap Barbarians The Log
Barbarians Knight Three Musketeers
Barbarians Zap Fireball Three Musketeers The Log
Barbarians Three Musketeers Knight Fireball
Fire Spirit Fireball Spear Goblins Zap Knight Barbarians Three Musketeers The Log
Zap The Log Fire Spirit Spear Goblins Knight Barbarians Fireball
Barbarians Three Musketeers
Fire Spirit Spear Goblins Knight Barbarians Fireball The Log

Counters to secondary win conditions

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

Knight Barbarians Spear Goblins Zap Fireball
Fireball Zap Knight The Log
Barbarians Spear Goblins Zap Knight The Log
Zap Knight Barbarians Fireball The Log
Barbarians Knight Three Musketeers
Fire Spirit Fireball Zap Three Musketeers
Spear Goblins Knight Barbarians Fireball
Knight Barbarians
Zap Spear Goblins Knight Barbarians Fireball The Log
Barbarians Three Musketeers
Knight Barbarians
Zap Barbarians Fireball The Log
Barbarians Knight Fireball Three Musketeers
Barbarians Fireball Three Musketeers
Barbarians Spear Goblins Zap Knight Fireball Three Musketeers The Log
Zap Barbarians Fireball 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.)

Fireball Knight The Log
Fireball Zap The Log
Fireball The Log
Knight Barbarians Fireball The Log
Fireball Fire Spirit Zap The Log
Fireball Fire Spirit Spear Goblins Zap
Fire Spirit The Log
Fireball The Log Fire Spirit Zap
Fireball The Log Zap
Fire Spirit Fireball Three Musketeers
Zap Knight Fireball The Log
Fireball Fire Spirit Zap
Fire Spirit Knight Fireball Three Musketeers The Log
Fireball
Zap Fireball The Log
Spear Goblins Zap Fireball Three Musketeers The Log
Fireball Three Musketeers The Log
Fireball Three Musketeers
Fire Spirit Zap Fireball Three Musketeers The Log
Fire Spirit Zap Fireball The Log
Fireball The Log
Fireball
The Log
Zap Barbarians Fireball The Log
Zap The Log Fire Spirit Fireball
Fireball The Log Zap
Fireball Zap The Log
Fireball Zap The Log
Fire Spirit Zap Fireball
Zap Fireball
Fireball
Zap Fireball The Log
Zap Fireball
Fireball The Log
Zap Fire Spirit Spear Goblins Barbarians Fireball
Fireball Fire Spirit Zap Three Musketeers
The Log Fireball
Fireball Knight Three Musketeers
The Log Zap Fireball
Zap Fireball
Three Musketeers
Zap Fireball The Log
Zap Fireball
Zap Fireball The Log

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