My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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 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.

Musketeer

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Arrows

Punishments

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

Elite Barbarians Hog Rider

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 Hog Rider

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 Hog Rider

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 Hog Rider
Giant Snowball
Fire Spirit Minions Cannon Musketeer Hog Rider
Zap
Fire Spirit Minions Cannon
Barbarian Barrel
Fire Spirit Cannon Elite Barbarians Musketeer
The Log
Fire Spirit Cannon Elite Barbarians Musketeer Hog Rider
Earthquake
Cannon Hog Rider
Arrows
Fire Spirit Minions
Royal Delivery
Fire Spirit Minions Elite Barbarians Musketeer Hog Rider
Fireball
Minions Cannon Elite Barbarians Musketeer Hog Rider
Poison
Minions Cannon Musketeer
Lightning
Cannon Elite Barbarians Musketeer
Rocket
Elite Barbarians Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows

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

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 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 Zap Arrows Minions Cannon Musketeer Hog Rider Elite Barbarians

Shortest cycle

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

9 Fire Spirit Zap Arrows Minions

Attack Synergies 8 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
Hog Rider Zap Elite Barbarians
Zap
Arrows Elite Barbarians Hog Rider Fire Spirit Minions Musketeer
Arrows
Zap Elite Barbarians Hog Rider
Minions
Hog Rider Zap Elite Barbarians
Cannon
Elite Barbarians
Zap Arrows Fire Spirit Minions Hog Rider
Musketeer
Hog Rider Zap
Hog Rider
Fire Spirit Zap Arrows Minions Musketeer Elite Barbarians

Defense Synergies 2 8

Fire Spirit
Zap
Zap
Cannon Fire Spirit Arrows Minions Elite Barbarians Musketeer
Arrows
Zap Cannon
Minions
Zap Cannon Musketeer
Cannon
Zap Musketeer Arrows Minions
Elite Barbarians
Zap
Musketeer
Cannon Zap Minions
Hog Rider

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 Cannon Musketeer
Elite Barbarians Zap Minions Cannon Musketeer
Cannon Fire Spirit Minions Elite Barbarians Musketeer
Cannon Elite Barbarians Minions Musketeer
Arrows Elite Barbarians
Arrows Fire Spirit Zap Minions Cannon Musketeer
Minions Musketeer Fire Spirit Zap Arrows Cannon
Zap Arrows Cannon Musketeer
Cannon Minions Elite Barbarians Musketeer
Elite Barbarians Fire Spirit Cannon Musketeer
Minions Zap Arrows Cannon Musketeer
Arrows Minions Musketeer Zap
Cannon Fire Spirit Zap Minions Elite Barbarians Musketeer
Fire Spirit Zap Arrows Minions Cannon
Elite Barbarians Cannon
Zap Cannon Elite Barbarians
Arrows Minions Cannon Elite Barbarians Musketeer
Fire Spirit Arrows Cannon Zap Minions Elite Barbarians Musketeer
Zap Arrows Fire Spirit Minions Cannon Musketeer
Cannon Elite Barbarians Musketeer
Fire Spirit Arrows Minions Cannon Elite Barbarians Musketeer

Counters to secondary win conditions

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

Zap Elite Barbarians
Zap Arrows Elite Barbarians Musketeer
Zap Minions Elite Barbarians Musketeer
Zap Elite Barbarians Musketeer
Cannon Elite Barbarians Musketeer
Fire Spirit Arrows Zap Minions Musketeer
Minions Elite Barbarians Musketeer
Elite Barbarians
Zap Minions Elite Barbarians
Cannon Musketeer
Minions Elite Barbarians Musketeer
Zap Arrows Elite Barbarians
Elite Barbarians Cannon
Cannon Musketeer
Elite Barbarians Zap Minions Musketeer
Arrows Minions Zap Cannon Elite Barbarians Musketeer

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 Musketeer
Arrows Zap Musketeer
Arrows
Arrows Musketeer
Fire Spirit Zap Arrows
Arrows Fire Spirit Zap Minions Musketeer
Fire Spirit Arrows Musketeer
Arrows Fire Spirit Zap
Arrows Zap
Fire Spirit Minions Elite Barbarians Musketeer
Zap Arrows Musketeer
Fire Spirit Zap Arrows Musketeer
Fire Spirit Elite Barbarians Musketeer
Arrows Minions Musketeer
Zap Arrows Elite Barbarians Musketeer
Zap Arrows Musketeer
Arrows Musketeer
Arrows
Minions
Fire Spirit Zap Arrows Musketeer
Fire Spirit Zap Arrows
Minions Musketeer
Arrows
Musketeer
Zap Arrows Musketeer
Zap Arrows Fire Spirit
Arrows Zap Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer
Elite Barbarians Fire Spirit Zap Arrows Musketeer
Zap Minions Musketeer
Elite Barbarians
Zap Arrows Musketeer
Zap Arrows
Arrows
Zap Fire Spirit Minions Musketeer
Fire Spirit Zap Arrows Musketeer
Arrows
Musketeer
Arrows Zap Musketeer
Zap Arrows
Elite Barbarians Musketeer
Zap Minions Elite Barbarians Musketeer
Zap Musketeer
Zap Musketeer

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