My Best Clash Royale Deck

Deck Check Rating

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

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 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!

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 Ice Golem Three Musketeers Hunter

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 Golem Elixir Collector Three Musketeers Hunter

Offensive cards

Win conditions

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

Three Musketeers Miner

Damage spells

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

The Log

Punishments

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

Miner

Pump responses

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

Elixir Collector Miner

Dropped at the bridge

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

Fire Spirit Ice 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.

Miner

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 Guards Miner
Giant Snowball
Fire Spirit Three Musketeers Guards Miner
Zap
Fire Spirit Three Musketeers Guards
Barbarian Barrel
Fire Spirit Three Musketeers Guards Hunter
The Log
Fire Spirit Three Musketeers Guards Hunter
Earthquake
Elixir Collector Guards
Arrows
Fire Spirit Guards
Royal Delivery
Fire Spirit Three Musketeers Guards Hunter Miner
Fireball
Elixir Collector Three Musketeers Hunter
Poison
Elixir Collector Three Musketeers Guards Hunter
Lightning
Ice Golem Elixir Collector Three Musketeers Hunter
Rocket
Elixir Collector Three Musketeers Hunter

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Golem Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Golem Hunter 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 Ice Golem Elixir Collector Guards Miner

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 Ice Golem 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 Ice Golem The Log Guards Miner Hunter Elixir Collector Three Musketeers

Shortest cycle

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

8 Fire Spirit Ice Golem The Log Guards

Attack Synergies 3 9

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
Miner Ice Golem Three Musketeers
Ice Golem
Three Musketeers Fire Spirit Hunter Miner
Elixir Collector
Three Musketeers
Ice Golem Fire Spirit Guards The Log Miner
Guards
Miner Three Musketeers The Log
Hunter
Ice Golem
The Log
Three Musketeers Guards Miner
Miner
Fire Spirit Guards Ice Golem Three Musketeers The Log

Defense Synergies 1 10

Fire Spirit
Ice Golem The Log
Ice Golem
Fire Spirit Three Musketeers Guards Hunter The Log
Elixir Collector
Three Musketeers
Ice Golem The Log
Guards
Hunter Ice Golem The Log
Hunter
Guards Ice Golem The Log
The Log
Fire Spirit Ice Golem Three Musketeers Guards Hunter Miner
Miner
The Log

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.

Ice Golem The Log
Hunter Three Musketeers The Log
Three Musketeers Hunter Fire Spirit
Three Musketeers Hunter Guards
The Log
The Log Fire Spirit Guards Hunter
Three Musketeers Hunter Fire Spirit
Ice Golem The Log
Three Musketeers Hunter
Guards Fire Spirit Ice Golem Hunter Miner
Guards Ice Golem Hunter The Log
Three Musketeers Hunter
Hunter Fire Spirit Three Musketeers Guards The Log
Fire Spirit Three Musketeers Guards Hunter The Log
Three Musketeers Hunter
Three Musketeers Hunter The Log
Three Musketeers Hunter
Fire Spirit Three Musketeers Guards Hunter The Log
Hunter The Log Fire Spirit Ice Golem Guards
Three Musketeers Hunter
Fire Spirit Guards Hunter The Log

Counters to secondary win conditions

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

Guards Ice Golem
Ice Golem Hunter The Log Miner
Guards Ice Golem Hunter The Log
Guards Hunter Ice Golem The Log
Three Musketeers Guards Hunter
Fire Spirit Ice Golem Three Musketeers Hunter
Guards Ice Golem Hunter
Hunter
Ice Golem The Log
Three Musketeers Guards
Guards Hunter
Guards The Log
Ice Golem Three Musketeers Guards Hunter
Three Musketeers
Guards Ice Golem Three Musketeers Hunter The Log
Ice Golem Hunter 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.)

Ice Golem Guards The Log
The Log Miner
The Log Miner
Ice Golem Guards The Log
Fire Spirit The Log
Fire Spirit Ice Golem Hunter
Fire Spirit The Log
The Log Fire Spirit Ice Golem Hunter
The Log Miner
Fire Spirit Three Musketeers Guards
Miner The Log
Fire Spirit
Fire Spirit Ice Golem Three Musketeers Hunter The Log Miner
Ice Golem The Log
Three Musketeers Hunter The Log
Three Musketeers The Log
Three Musketeers
Fire Spirit Three Musketeers Hunter The Log
Fire Spirit The Log Miner
The Log
The Log
The Log
Ice Golem The Log Fire Spirit Hunter
The Log Miner Hunter
The Log Miner
Miner The Log
Fire Spirit Ice Golem Hunter
Guards
Hunter The Log Miner
The Log
Fire Spirit Guards
Fire Spirit Three Musketeers Hunter
The Log
Miner Three Musketeers Hunter
The Log Ice Golem
Three Musketeers
Guards The Log
The Log Miner

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