My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Archers Wizard 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.

Archers Giant Wizard 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.

Zap The Log

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.

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 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
Archers Giant Three Musketeers Skeleton Army
Giant Snowball
Fire Spirit Archers Three Musketeers Skeleton Army
Zap
Fire Spirit Archers Three Musketeers Skeleton Army
Barbarian Barrel
Fire Spirit Archers Wizard Three Musketeers Skeleton Army
The Log
Fire Spirit Archers Three Musketeers Skeleton Army
Earthquake
Archers Skeleton Army
Arrows
Fire Spirit Archers Skeleton Army
Royal Delivery
Fire Spirit Archers Wizard Three Musketeers Skeleton Army
Fireball
Archers Wizard Three Musketeers Skeleton Army
Poison
Archers Wizard Three Musketeers Skeleton Army
Lightning
Wizard Three Musketeers
Rocket
Wizard Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard 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 Skeleton Army

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.

Skeleton Army

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 Wizard 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 Zap The Log Archers Skeleton Army Giant Wizard Three Musketeers

Shortest cycle

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

8 Fire Spirit Zap The Log Archers

Attack Synergies 1 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 Giant Three Musketeers
Zap
Giant Fire Spirit Archers Three Musketeers The Log
Archers
Zap Giant
Giant
Zap Fire Spirit Archers Wizard Three Musketeers The Log
Wizard
Giant
Three Musketeers
Fire Spirit Zap Giant The Log
Skeleton Army
The Log
Zap Giant Three Musketeers

Defense Synergies 0 12

Fire Spirit
Zap The Log
Zap
Fire Spirit Archers Three Musketeers Skeleton Army The Log
Archers
Zap Skeleton Army The Log
Giant
Wizard
Skeleton Army The Log
Three Musketeers
Zap The Log
Skeleton Army
Zap Archers Wizard The Log
The Log
Fire Spirit Zap Archers Wizard Three Musketeers Skeleton Army

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.

Zap Wizard The Log
Skeleton Army Zap Three Musketeers The Log
Three Musketeers Skeleton Army Fire Spirit Archers
Three Musketeers Skeleton Army
Skeleton Army The Log
Skeleton Army The Log Fire Spirit Zap Archers
Three Musketeers Fire Spirit Zap Archers Wizard
Zap The Log
Three Musketeers Skeleton Army
Skeleton Army Fire Spirit Archers
Archers Skeleton Army Zap Wizard The Log
Three Musketeers Zap Archers Wizard
Skeleton Army Fire Spirit Zap Wizard Three Musketeers The Log
Fire Spirit Wizard Three Musketeers Skeleton Army Zap The Log
Skeleton Army Three Musketeers
Skeleton Army Zap Three Musketeers The Log
Wizard Three Musketeers Skeleton Army
Fire Spirit Zap Archers Wizard Three Musketeers Skeleton Army The Log
Zap Wizard The Log Fire Spirit Archers
Three Musketeers
Wizard Skeleton Army Fire Spirit Archers The Log

Counters to secondary win conditions

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

Skeleton Army Zap Archers
Zap Archers Wizard The Log
Skeleton Army Zap The Log
Skeleton Army Zap The Log
Three Musketeers Skeleton Army
Fire Spirit Wizard Zap Archers Three Musketeers
Skeleton Army Archers
Skeleton Army
Zap Skeleton Army The Log
Three Musketeers Skeleton Army
Skeleton Army Zap The Log
Skeleton Army Wizard Three Musketeers
Wizard Archers Three Musketeers Skeleton Army
Skeleton Army Zap Archers Three Musketeers The Log
Zap Archers Wizard 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
Zap The Log
The Log
The Log
Wizard Fire Spirit Zap The Log
Wizard Fire Spirit Zap
Fire Spirit Archers Wizard The Log
The Log Fire Spirit Zap Wizard
The Log Zap Wizard
Fire Spirit Three Musketeers
Zap Wizard The Log
Fire Spirit Zap Archers Wizard
Fire Spirit Three Musketeers The Log
Zap The Log
Zap Wizard Three Musketeers The Log
Wizard Three Musketeers The Log
Three Musketeers
Fire Spirit Zap Archers Wizard Three Musketeers The Log
Fire Spirit Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Fire Spirit Wizard
The Log Zap Wizard
Zap Wizard The Log
Zap The Log
Fire Spirit Zap Archers Wizard
Zap Wizard
Zap Wizard The Log
Zap
Wizard The Log
Zap Fire Spirit Archers Skeleton Army
Fire Spirit Zap Archers Wizard Three Musketeers
The Log
Wizard Three Musketeers
The Log Zap Wizard
Zap
Three Musketeers
Zap The Log
Zap
Zap The Log

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