My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Good
Synergy
Good
Versatility
Good
F2P score
Bad

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 Rascals 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.

Rascals Three Musketeers Balloon Giant Skeleton

Offensive cards

Win conditions

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

Three Musketeers Balloon

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.

Balloon

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 Rascals Balloon Giant Skeleton

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.

Balloon Giant Skeleton

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
Three Musketeers Clone Balloon Giant Skeleton
Giant Snowball
Fire Spirit Three Musketeers Clone Balloon
Zap
Fire Spirit Three Musketeers Clone Balloon
Barbarian Barrel
Fire Spirit Rascals Three Musketeers Clone Giant Skeleton
The Log
Fire Spirit Rascals Three Musketeers Clone Giant Skeleton
Earthquake
Clone
Arrows
Fire Spirit Rascals Clone
Royal Delivery
Fire Spirit Rascals Three Musketeers Clone Balloon Giant Skeleton
Fireball
Rascals Three Musketeers Clone Balloon
Poison
Rascals Three Musketeers Clone Balloon
Lightning
Three Musketeers Balloon
Rocket
Rascals Three Musketeers Balloon

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 Rage Clone Giant Skeleton

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Rage The Log Clone Rascals Balloon Giant Skeleton Three Musketeers

Shortest cycle

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

8 Fire Spirit Rage The Log Clone

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
Three Musketeers Balloon Giant Skeleton
Rascals
Balloon
Three Musketeers
Fire Spirit Rage Clone The Log
Rage
Balloon Three Musketeers Giant Skeleton
Clone
Balloon Giant Skeleton Three Musketeers
Balloon
Rage Clone Fire Spirit Rascals Giant Skeleton The Log
Giant Skeleton
Clone Fire Spirit Rage Balloon The Log
The Log
Three Musketeers Balloon Giant Skeleton

Defense Synergies 0 5

Fire Spirit
Giant Skeleton The Log
Rascals
The Log
Three Musketeers
The Log
Rage
Clone
Balloon
Giant Skeleton
Fire Spirit The Log
The Log
Fire Spirit Rascals Three Musketeers Giant Skeleton

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
Rascals Three Musketeers The Log
Three Musketeers Fire Spirit Rascals Giant Skeleton
Three Musketeers Rascals
Giant Skeleton The Log
The Log Fire Spirit Rascals
Three Musketeers Fire Spirit Rascals
Rascals Giant Skeleton The Log
Three Musketeers Rascals
Fire Spirit Rascals Giant Skeleton
Rascals Giant Skeleton The Log
Three Musketeers Rascals
Fire Spirit Rascals Three Musketeers Giant Skeleton The Log
Fire Spirit Three Musketeers Rascals The Log
Rascals Three Musketeers
Rascals Three Musketeers The Log
Three Musketeers Rascals
Fire Spirit Rascals Three Musketeers The Log
The Log Fire Spirit Rascals Giant Skeleton
Three Musketeers
Rascals Fire Spirit Giant Skeleton The Log

Counters to secondary win conditions

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

Rascals Giant Skeleton
The Log
Giant Skeleton Rascals The Log
Giant Skeleton Rascals The Log
Giant Skeleton Rascals Three Musketeers
Fire Spirit Rascals Three Musketeers
Rascals Giant Skeleton
Giant Skeleton Rascals
Giant Skeleton The Log
Three Musketeers
Rascals Giant Skeleton
Giant Skeleton The Log
Rascals Giant Skeleton Three Musketeers
Rascals Three Musketeers
Rascals Three Musketeers Giant Skeleton The Log
Rascals Giant Skeleton 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.)

Rascals Giant Skeleton The Log
The Log
Giant Skeleton The Log
Rascals Giant Skeleton The Log
Fire Spirit The Log
Fire Spirit
Fire Spirit The Log
The Log Fire Spirit
The Log
Fire Spirit Three Musketeers
The Log
Fire Spirit
Fire Spirit Three Musketeers The Log
The Log
Three Musketeers The Log
Three Musketeers The Log
Three Musketeers
Fire Spirit Three Musketeers The Log
Fire Spirit The Log
Giant Skeleton The Log
The Log
The Log
The Log Fire Spirit
The Log
The Log
The Log
Fire Spirit
The Log
Giant Skeleton
The Log
Fire Spirit
Fire Spirit Three Musketeers
The Log
Rascals Three Musketeers
The Log
Giant Skeleton
Three Musketeers
Rascals Giant Skeleton The Log
Giant Skeleton The Log

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