My Best Clash Royale Deck

Deck Check Rating

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

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 Archers 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.

Bomber Archers Giant Elixir Collector Three Musketeers

Offensive cards

Win conditions

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

Giant Three Musketeers

Damage spells

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

Arrows

Punishments

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

Giant

Pump responses

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

Elixir Collector

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 Giant

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
Bomber Archers Giant Three Musketeers
Giant Snowball
Fire Spirit Bomber Archers Barbarians Three Musketeers
Zap
Fire Spirit Bomber Archers Three Musketeers
Barbarian Barrel
Fire Spirit Bomber Archers Barbarians Three Musketeers
The Log
Fire Spirit Bomber Archers Barbarians Three Musketeers
Earthquake
Bomber Archers Barbarians Elixir Collector
Arrows
Fire Spirit Bomber Archers
Royal Delivery
Fire Spirit Bomber Archers Barbarians Three Musketeers
Fireball
Bomber Archers Barbarians Elixir Collector Three Musketeers
Poison
Bomber Archers Barbarians Elixir Collector Three Musketeers
Lightning
Elixir Collector Three Musketeers
Rocket
Barbarians Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Arrows

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 Arrows Elixir Collector

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber Archers Arrows Barbarians Giant Elixir Collector Three Musketeers

Shortest cycle

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

9 Fire Spirit Bomber Archers Arrows

Attack Synergies 2 5

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
Giant Three Musketeers
Bomber
Giant
Archers
Arrows Giant
Arrows
Giant Archers
Barbarians
Giant
Bomber Arrows Fire Spirit Archers Three Musketeers
Elixir Collector
Three Musketeers
Fire Spirit Giant

Defense Synergies 0 1

Fire Spirit
Bomber
Archers
Arrows
Barbarians
Barbarians
Arrows
Giant
Elixir Collector
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.

Bomber
Barbarians Bomber Three Musketeers
Barbarians Three Musketeers Fire Spirit Bomber Archers
Barbarians Three Musketeers Bomber
Bomber Arrows Barbarians
Arrows Fire Spirit Bomber Archers
Three Musketeers Fire Spirit Archers Arrows
Arrows Barbarians
Barbarians Three Musketeers
Fire Spirit Bomber Archers Barbarians
Archers Barbarians Bomber Arrows
Arrows Three Musketeers Archers
Barbarians Fire Spirit Bomber Three Musketeers
Fire Spirit Bomber Three Musketeers Arrows Barbarians
Barbarians Three Musketeers
Barbarians Three Musketeers
Barbarians Three Musketeers Bomber Arrows
Fire Spirit Arrows Bomber Archers Barbarians Three Musketeers
Arrows Fire Spirit Bomber Archers Barbarians
Barbarians Three Musketeers
Bomber Fire Spirit Archers Arrows Barbarians

Counters to secondary win conditions

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

Barbarians Archers
Bomber Archers Arrows
Barbarians
Barbarians
Barbarians Three Musketeers
Fire Spirit Arrows Archers Three Musketeers
Archers Barbarians
Barbarians
Barbarians
Barbarians Three Musketeers
Barbarians
Arrows Barbarians
Barbarians Three Musketeers
Bomber Archers Barbarians Three Musketeers
Barbarians Bomber Archers Three Musketeers
Arrows Bomber Archers Barbarians

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.)

Arrows
Arrows
Arrows
Arrows Barbarians
Bomber Fire Spirit Arrows
Arrows Fire Spirit
Fire Spirit Bomber Archers Arrows
Arrows Fire Spirit
Arrows
Fire Spirit Three Musketeers
Arrows
Fire Spirit Archers Arrows
Fire Spirit Three Musketeers
Arrows
Arrows
Bomber Arrows Three Musketeers
Arrows Three Musketeers
Arrows Three Musketeers
Bomber
Fire Spirit Bomber Archers Arrows Three Musketeers
Fire Spirit Bomber Arrows
Arrows
Arrows Barbarians
Arrows Fire Spirit Bomber
Arrows
Arrows
Arrows
Fire Spirit Archers Arrows
Bomber Arrows
Arrows
Arrows
Fire Spirit Archers Barbarians
Fire Spirit Archers Arrows Three Musketeers
Arrows
Three Musketeers
Arrows Bomber
Arrows
Three Musketeers

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