My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
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 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 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 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.

Zap The Log

Punishments

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

Elite Barbarians 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 Elite 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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

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.

Elite Barbarians

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 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.

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 Minions Electro Wizard Giant Elite Barbarians Three Musketeers

Shortest cycle

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

8 Fire Spirit Zap The Log Minions

Attack Synergies 4 14

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 Elite Barbarians Giant Three Musketeers
Zap
Elite Barbarians Giant Electro Wizard Fire Spirit Minions Three Musketeers The Log
Minions
Giant Zap Elite Barbarians
Elite Barbarians
Zap Fire Spirit Minions Three Musketeers The Log
Giant
Zap Minions Fire Spirit Three Musketeers The Log Electro Wizard
Three Musketeers
Fire Spirit Zap Elite Barbarians Giant The Log
The Log
Zap Elite Barbarians Giant Three Musketeers
Electro Wizard
Zap Giant

Defense Synergies 1 12

Fire Spirit
Zap The Log Electro Wizard
Zap
Electro Wizard Fire Spirit Minions Elite Barbarians Three Musketeers The Log
Minions
Zap The Log Electro Wizard
Elite Barbarians
Zap The Log
Giant
Three Musketeers
Zap The Log
The Log
Fire Spirit Zap Minions Elite Barbarians Three Musketeers Electro Wizard
Electro Wizard
Zap 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.

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

Counters to secondary win conditions

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

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

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