My Best Clash Royale Deck

Deck Check Rating

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

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 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!

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 Minions Three Musketeers Electro 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.

Giant Elixir Collector Three Musketeers Electro Wizard

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.

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.

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

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.

Electro Wizard

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
Minions Giant Three Musketeers
Giant Snowball
Fire Spirit Minions Barbarians Three Musketeers
Zap
Fire Spirit Minions Three Musketeers
Barbarian Barrel
Fire Spirit Barbarians Three Musketeers Electro Wizard
The Log
Fire Spirit Barbarians Three Musketeers
Earthquake
Barbarians Elixir Collector
Arrows
Fire Spirit Minions
Royal Delivery
Fire Spirit Minions Barbarians Three Musketeers Electro Wizard
Fireball
Minions Barbarians Elixir Collector Three Musketeers Electro Wizard
Poison
Minions Barbarians Elixir Collector Three Musketeers Electro Wizard
Lightning
Elixir Collector Three Musketeers Electro Wizard
Rocket
Barbarians 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 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 Minions Barbarians Three Musketeers Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit The Log Minions Electro Wizard Barbarians Giant Elixir Collector Three Musketeers

Shortest cycle

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

10 Fire Spirit The Log Minions Electro Wizard

Attack Synergies 1 6

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
Minions
Giant
Barbarians
Giant
Minions Fire Spirit Three Musketeers The Log Electro Wizard
Elixir Collector
Three Musketeers
Fire Spirit Giant The Log
The Log
Giant Three Musketeers
Electro Wizard
Giant

Defense Synergies 0 6

Fire Spirit
The Log Electro Wizard
Minions
The Log Electro Wizard
Barbarians
Giant
Elixir Collector
Three Musketeers
The Log
The Log
Fire Spirit Minions Three Musketeers Electro Wizard
Electro Wizard
Fire Spirit Minions The Log

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.

Minions The Log Electro Wizard
Barbarians Minions Three Musketeers The Log Electro Wizard
Barbarians Three Musketeers Fire Spirit Minions Electro Wizard
Barbarians Three Musketeers Minions Electro Wizard
Barbarians The Log
The Log Fire Spirit Minions Electro Wizard
Minions Three Musketeers Electro Wizard Fire Spirit
Barbarians The Log Electro Wizard
Barbarians Three Musketeers Minions
Fire Spirit Barbarians Electro Wizard
Minions Barbarians Electro Wizard The Log
Minions Three Musketeers Electro Wizard
Barbarians Fire Spirit Minions Three Musketeers The Log Electro Wizard
Fire Spirit Three Musketeers Minions Barbarians The Log Electro Wizard
Barbarians Three Musketeers Electro Wizard
Barbarians Three Musketeers The Log Electro Wizard
Barbarians Three Musketeers Minions Electro Wizard
Fire Spirit Minions Barbarians Three Musketeers The Log Electro Wizard
The Log Fire Spirit Minions Barbarians Electro Wizard
Barbarians Three Musketeers Electro Wizard
Fire Spirit Minions Barbarians The Log Electro Wizard

Counters to secondary win conditions

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

Barbarians Electro Wizard
Electro Wizard The Log
Barbarians Minions The Log Electro Wizard
Barbarians The Log Electro Wizard
Barbarians Three Musketeers
Fire Spirit Minions Three Musketeers Electro Wizard
Minions Barbarians Electro Wizard
Barbarians
Electro Wizard Minions Barbarians The Log
Barbarians Three Musketeers
Minions Barbarians
Barbarians The Log Electro Wizard
Barbarians Three Musketeers
Barbarians Three Musketeers
Barbarians Electro Wizard Minions Three Musketeers The Log
Minions Barbarians The Log Electro 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.)

The Log
The Log Electro Wizard
The Log
Barbarians The Log
Fire Spirit The Log
Fire Spirit Minions
Fire Spirit The Log
The Log Fire Spirit
The Log
Fire Spirit Minions Three Musketeers Electro Wizard
The Log Electro Wizard
Fire Spirit
Fire Spirit Three Musketeers The Log
Minions
The Log
Three Musketeers The Log
Three Musketeers The Log
Three Musketeers
Minions
Fire Spirit Three Musketeers The Log Electro Wizard
Fire Spirit The Log
Minions The Log
The Log
Barbarians The Log
The Log Fire Spirit
The Log Electro Wizard
The Log
The Log
Fire Spirit Electro Wizard
Electro Wizard Minions
The Log
Electro Wizard
The Log
Electro Wizard Fire Spirit Minions Barbarians
Fire Spirit Three Musketeers Electro Wizard
The Log
Three Musketeers Electro Wizard
The Log
Three Musketeers
Minions The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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