My Best Clash Royale Deck

Deck Check Rating

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

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 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 Bats Musketeer Wizard

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.

Bats Royal Giant Musketeer Wizard Lumberjack

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows Fireball

Punishments

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

Royal Giant Lumberjack

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 Royal Giant Lumberjack

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.

Lumberjack

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
Bats Royal Giant
Giant Snowball
Fire Spirit Bats Musketeer Lumberjack
Zap
Fire Spirit Bats Royal Giant
Barbarian Barrel
Fire Spirit Musketeer Wizard Lumberjack
The Log
Fire Spirit Royal Giant Musketeer Lumberjack
Earthquake
Arrows
Fire Spirit Bats
Royal Delivery
Fire Spirit Bats Musketeer Wizard Lumberjack
Fireball
Musketeer Wizard Lumberjack
Poison
Bats Musketeer Wizard
Lightning
Musketeer Wizard Lumberjack
Rocket
Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Fireball Wizard

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 Bats Arrows

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.

Royal Giant 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 Fireball Musketeer Wizard

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 Bats Arrows Fireball Musketeer Lumberjack Wizard Royal Giant

Shortest cycle

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

10 Fire Spirit Bats Arrows Fireball

Attack Synergies 5 8

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
Royal Giant Lumberjack
Bats
Royal Giant Lumberjack
Arrows
Royal Giant Fireball Lumberjack
Royal Giant
Fire Spirit Bats Arrows Fireball Musketeer Wizard Lumberjack
Fireball
Arrows Royal Giant
Musketeer
Royal Giant Lumberjack
Wizard
Royal Giant Lumberjack
Lumberjack
Fire Spirit Bats Arrows Royal Giant Musketeer Wizard

Defense Synergies 1 7

Fire Spirit
Bats
Musketeer Lumberjack
Arrows
Fireball Lumberjack
Royal Giant
Fireball
Arrows Musketeer Lumberjack
Musketeer
Lumberjack Bats Fireball
Wizard
Lumberjack
Lumberjack
Musketeer Bats Arrows Fireball Wizard

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.

Fireball Musketeer Wizard
Lumberjack Bats Musketeer
Lumberjack Fire Spirit Bats Musketeer
Lumberjack Bats Musketeer
Arrows Fireball Lumberjack
Arrows Fireball Fire Spirit Bats Musketeer Lumberjack
Bats Musketeer Fire Spirit Arrows Fireball Wizard
Arrows Fireball Musketeer
Musketeer Lumberjack
Fire Spirit Musketeer Lumberjack
Bats Arrows Fireball Musketeer Wizard Lumberjack
Arrows Musketeer Bats Fireball Wizard
Lumberjack Fire Spirit Bats Fireball Musketeer Wizard
Fire Spirit Fireball Wizard Bats Arrows Lumberjack
Lumberjack
Fireball Lumberjack
Wizard Bats Arrows Fireball Musketeer Lumberjack
Fire Spirit Arrows Fireball Bats Musketeer Wizard Lumberjack
Arrows Wizard Fire Spirit Bats Fireball Musketeer Lumberjack
Musketeer Lumberjack
Wizard Fire Spirit Bats Arrows Fireball Musketeer Lumberjack

Counters to secondary win conditions

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

Lumberjack Fireball
Fireball Arrows Musketeer Wizard Lumberjack
Lumberjack Bats Musketeer
Lumberjack Bats Fireball Musketeer
Musketeer Lumberjack
Fire Spirit Arrows Fireball Wizard Bats Musketeer
Bats Fireball Musketeer Lumberjack
Lumberjack
Bats Fireball
Musketeer
Bats Musketeer Lumberjack
Arrows Fireball
Fireball Wizard Lumberjack
Wizard Fireball Musketeer
Bats Fireball Musketeer Lumberjack
Bats Arrows Fireball Musketeer Wizard

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 Arrows Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Arrows Fireball Musketeer
Fireball Wizard Fire Spirit Arrows
Arrows Fireball Wizard Fire Spirit Bats Musketeer
Fire Spirit Arrows Musketeer Wizard
Arrows Fireball Fire Spirit Wizard
Arrows Fireball Wizard
Fire Spirit Bats Fireball Musketeer Lumberjack
Arrows Fireball Musketeer Wizard
Fireball Fire Spirit Arrows Musketeer Wizard
Fire Spirit Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer Wizard
Arrows Fireball Musketeer Wizard
Arrows Fireball
Bats
Fire Spirit Arrows Fireball Musketeer Wizard
Fire Spirit Arrows Fireball Wizard
Fireball Musketeer
Arrows Fireball Wizard
Musketeer
Arrows Fireball Musketeer
Arrows Fire Spirit Fireball Wizard
Arrows Fireball Musketeer Wizard
Fireball Arrows Musketeer Wizard
Fireball Arrows Musketeer
Fire Spirit Bats Arrows Fireball Musketeer Wizard
Bats Fireball Musketeer Wizard
Fireball
Arrows Fireball Musketeer Wizard
Arrows Fireball
Arrows Fireball Wizard
Fire Spirit Bats Fireball Musketeer
Fireball Fire Spirit Arrows Musketeer Wizard
Arrows Fireball
Fireball Musketeer Wizard Lumberjack
Arrows Fireball Musketeer Wizard
Arrows Fireball
Musketeer
Bats Fireball Musketeer
Bats Fireball Musketeer
Fireball Musketeer

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