My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
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 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 Goblin Gang Musketeer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Musketeer Electro Giant Royal Ghost

Offensive cards

Win conditions

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

Electro Giant

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.

Goblin Gang Royal Ghost

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 Knight Goblin Gang Electro Giant Royal Ghost

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.

Royal Ghost

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
Goblin Gang
Giant Snowball
Fire Spirit Cannon Goblin Gang Musketeer
Zap
Fire Spirit Cannon Goblin Gang
Barbarian Barrel
Fire Spirit Knight Cannon Goblin Gang Musketeer Royal Ghost
The Log
Fire Spirit Cannon Goblin Gang Musketeer
Earthquake
Cannon Goblin Gang
Arrows
Fire Spirit Goblin Gang
Royal Delivery
Fire Spirit Knight Goblin Gang Musketeer Royal Ghost
Fireball
Cannon Goblin Gang Musketeer
Poison
Cannon Goblin Gang Musketeer
Lightning
Knight Cannon Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Electro Giant Royal Ghost

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 Knight Electro Giant Royal Ghost

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 Goblin Gang Musketeer

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 Arrows Knight Cannon Goblin Gang Royal Ghost Musketeer Electro Giant

Shortest cycle

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

10 Fire Spirit Arrows Knight Cannon

Attack Synergies 2 4

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
Knight
Arrows
Knight
Knight
Goblin Gang Musketeer Fire Spirit Arrows
Cannon
Goblin Gang
Knight Royal Ghost
Musketeer
Knight Royal Ghost
Electro Giant
Royal Ghost
Goblin Gang Musketeer

Defense Synergies 6 6

Fire Spirit
Knight
Arrows
Knight Cannon
Knight
Fire Spirit Cannon Goblin Gang Musketeer Arrows
Cannon
Knight Musketeer Arrows Goblin Gang Electro Giant Royal Ghost
Goblin Gang
Knight Musketeer Cannon
Musketeer
Knight Cannon Goblin Gang Royal Ghost
Electro Giant
Cannon
Royal Ghost
Cannon Musketeer

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.

Knight Cannon Musketeer
Knight Cannon Goblin Gang Musketeer
Cannon Goblin Gang Fire Spirit Knight Musketeer
Cannon Knight Goblin Gang Musketeer
Arrows
Arrows Goblin Gang Fire Spirit Cannon Musketeer Royal Ghost
Musketeer Fire Spirit Arrows Cannon Goblin Gang
Arrows Cannon Musketeer Electro Giant
Cannon Goblin Gang Musketeer
Knight Goblin Gang Fire Spirit Cannon Musketeer Royal Ghost
Goblin Gang Arrows Knight Cannon Musketeer Electro Giant Royal Ghost
Arrows Musketeer Goblin Gang
Cannon Fire Spirit Knight Goblin Gang Musketeer
Fire Spirit Arrows Cannon Goblin Gang Royal Ghost
Knight Cannon Goblin Gang
Cannon Goblin Gang Electro Giant
Arrows Knight Cannon Goblin Gang Musketeer
Fire Spirit Arrows Cannon Knight Goblin Gang Musketeer Royal Ghost
Arrows Fire Spirit Knight Cannon Musketeer Royal Ghost
Cannon Musketeer
Goblin Gang Royal Ghost Fire Spirit Arrows Knight Cannon Musketeer Electro Giant

Counters to secondary win conditions

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

Knight Goblin Gang Electro Giant Royal Ghost
Arrows Knight Goblin Gang Musketeer Royal Ghost
Goblin Gang Knight Musketeer
Goblin Gang Knight Musketeer
Knight Cannon Goblin Gang Musketeer
Fire Spirit Arrows Electro Giant Goblin Gang Musketeer
Goblin Gang Knight Musketeer
Knight
Knight
Cannon Goblin Gang Musketeer
Knight Musketeer
Arrows Electro Giant
Knight Cannon Goblin Gang
Cannon Musketeer Electro Giant
Goblin Gang Electro Giant Knight Musketeer
Arrows Cannon Musketeer Electro Giant Royal Ghost

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 Knight Musketeer Royal Ghost
Arrows Musketeer Royal Ghost
Arrows
Arrows Knight Musketeer
Fire Spirit Arrows
Arrows Electro Giant Fire Spirit Musketeer
Fire Spirit Arrows Musketeer
Arrows Fire Spirit
Arrows
Fire Spirit Goblin Gang Musketeer
Arrows Knight Musketeer
Fire Spirit Arrows Musketeer
Fire Spirit Knight Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows
Fire Spirit Arrows Musketeer
Fire Spirit Arrows Electro Giant
Musketeer
Arrows
Musketeer
Arrows Musketeer
Arrows Electro Giant Fire Spirit
Arrows Musketeer Royal Ghost
Arrows Musketeer
Arrows Musketeer
Fire Spirit Arrows Musketeer Electro Giant
Musketeer Electro Giant
Arrows Musketeer
Arrows
Arrows
Fire Spirit Goblin Gang Musketeer
Fire Spirit Arrows Musketeer
Arrows
Knight Goblin Gang Musketeer
Arrows Musketeer
Arrows Electro Giant
Musketeer
Electro Giant Goblin Gang Musketeer
Musketeer
Musketeer Electro Giant Royal Ghost

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