My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Great!
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 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 Minion Horde 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.

Knight Battle Ram Elixir Collector Three Musketeers

Offensive cards

Win conditions

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

Battle Ram Three Musketeers

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.

Battle Ram

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 Knight Minion Horde Heal Spirit Battle Ram

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
Minion Horde Battle Ram Three Musketeers
Giant Snowball
Fire Spirit Minion Horde Battle Ram Three Musketeers
Zap
Fire Spirit Minion Horde Battle Ram Three Musketeers
Barbarian Barrel
Fire Spirit Knight Heal Spirit Battle Ram Three Musketeers
The Log
Fire Spirit Heal Spirit Battle Ram Three Musketeers
Earthquake
Elixir Collector
Arrows
Fire Spirit Minion Horde Heal Spirit
Royal Delivery
Fire Spirit Knight Minion Horde Heal Spirit Battle Ram Three Musketeers
Fireball
Minion Horde Battle Ram Elixir Collector Three Musketeers
Poison
Minion Horde Elixir Collector Three Musketeers
Lightning
Knight Battle Ram Elixir Collector Three Musketeers
Rocket
Minion Horde Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit 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 Knight Heal Spirit Battle Ram 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 Minion Horde Heal Spirit 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 Heal Spirit The Log Knight Battle Ram Minion Horde Elixir Collector Three Musketeers

Shortest cycle

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

7 Fire Spirit Heal Spirit The Log Knight

Attack Synergies 3 12

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 Battle Ram Three Musketeers
Knight
Battle Ram Three Musketeers Fire Spirit Minion Horde Heal Spirit The Log
Minion Horde
Knight Heal Spirit Battle Ram
Heal Spirit
Knight Minion Horde Battle Ram Three Musketeers
Battle Ram
Knight The Log Fire Spirit Minion Horde Heal Spirit Three Musketeers
Elixir Collector
Three Musketeers
Knight Fire Spirit Heal Spirit Battle Ram The Log
The Log
Battle Ram Knight Three Musketeers

Defense Synergies 1 6

Fire Spirit
Knight The Log
Knight
Fire Spirit Minion Horde Three Musketeers The Log
Minion Horde
Knight The Log
Heal Spirit
Battle Ram
Elixir Collector
Three Musketeers
Knight The Log
The Log
Fire Spirit Knight Minion Horde 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.

Knight Minion Horde The Log
Minion Horde Knight Three Musketeers The Log
Minion Horde Three Musketeers Fire Spirit Knight
Minion Horde Three Musketeers Knight
The Log
The Log Fire Spirit
Minion Horde Three Musketeers Fire Spirit
The Log
Minion Horde Three Musketeers
Knight Fire Spirit Minion Horde
Minion Horde Knight The Log
Minion Horde Three Musketeers
Minion Horde Fire Spirit Knight Three Musketeers The Log
Fire Spirit Three Musketeers Minion Horde The Log
Knight Minion Horde Three Musketeers
Minion Horde Three Musketeers The Log
Minion Horde Three Musketeers Knight
Fire Spirit Knight Minion Horde Three Musketeers The Log
The Log Fire Spirit Knight
Three Musketeers
Fire Spirit Knight Minion Horde The Log

Counters to secondary win conditions

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

Knight
Knight The Log
Knight Minion Horde The Log
Knight Minion Horde The Log
Knight Minion Horde Three Musketeers
Fire Spirit Minion Horde Three Musketeers
Knight Minion Horde
Knight Minion Horde
Minion Horde Knight The Log
Minion Horde Three Musketeers
Knight Minion Horde
The Log
Knight Minion Horde Three Musketeers
Minion Horde Three Musketeers
Knight Minion Horde Three Musketeers The Log
Minion Horde 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.)

Knight Minion Horde The Log
The Log
Minion Horde The Log
Knight The Log
Fire Spirit Minion Horde The Log
Fire Spirit Minion Horde
Fire Spirit Minion Horde The Log
The Log Fire Spirit
The Log
Fire Spirit Minion Horde Three Musketeers
Knight Minion Horde The Log
Fire Spirit
Fire Spirit Knight Three Musketeers The Log
Minion Horde
The Log
Minion Horde Three Musketeers The Log
Minion Horde Three Musketeers The Log
Three Musketeers
Minion Horde
Fire Spirit Three Musketeers The Log
Fire Spirit The Log
Minion Horde The Log
The Log
Minion Horde The Log
The Log Fire Spirit
Minion Horde
The Log
The Log
The Log
Fire Spirit Minion Horde
Minion Horde
Minion Horde
Minion Horde The Log
Minion Horde
Minion Horde
The Log
Minion Horde Fire Spirit
Fire Spirit Three Musketeers
The Log
Knight Minion Horde Three Musketeers
The Log
Minion Horde Three Musketeers
Minion Horde The Log
The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: