My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Good
Synergy
Mediocre
Versatility
Mediocre
F2P score
Mediocre

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 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Flying Machine 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 Flying Machine Elixir Collector Three Musketeers

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Rage The Log

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 Flying Machine

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
Three Musketeers
Giant Snowball
Fire Spirit Flying Machine Three Musketeers
Zap
Fire Spirit Flying Machine Three Musketeers
Barbarian Barrel
Fire Spirit Knight Three Musketeers
The Log
Fire Spirit Three Musketeers
Earthquake
Elixir Collector
Arrows
Fire Spirit Flying Machine
Royal Delivery
Fire Spirit Knight Flying Machine Three Musketeers
Fireball
Flying Machine Elixir Collector Three Musketeers
Poison
Flying Machine Elixir Collector Three Musketeers
Lightning
Knight Elixir Collector Three Musketeers
Rocket
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 Elixir Collector Rage

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Fire Spirit Rage The Log Knight Flying Machine Elixir Collector Three Musketeers

Shortest cycle

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

5 Mirror Fire Spirit Rage The Log

Attack Synergies 2 9

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 Three Musketeers
Knight
Three Musketeers Fire Spirit Flying Machine The Log
Flying Machine
Knight Three Musketeers Mirror
Elixir Collector
Three Musketeers
Knight Fire Spirit Flying Machine Mirror Rage The Log
Mirror
The Log Flying Machine Three Musketeers
Rage
Three Musketeers
The Log
Mirror Knight Three Musketeers

Defense Synergies 1 8

Fire Spirit
Knight The Log
Knight
Fire Spirit Flying Machine Three Musketeers The Log
Flying Machine
Knight Mirror The Log
Elixir Collector
Three Musketeers
Knight The Log
Mirror
Flying Machine The Log
Rage
The Log
Fire Spirit Knight Flying Machine Three Musketeers Mirror

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 Flying Machine The Log
Knight Flying Machine Three Musketeers The Log
Three Musketeers Fire Spirit Knight
Three Musketeers Knight
The Log
The Log Fire Spirit Flying Machine
Three Musketeers Fire Spirit Flying Machine
Flying Machine The Log
Three Musketeers
Knight Fire Spirit
Knight Flying Machine The Log
Three Musketeers Flying Machine
Fire Spirit Knight Flying Machine Three Musketeers The Log
Fire Spirit Three Musketeers The Log
Knight Three Musketeers
Three Musketeers The Log
Three Musketeers Knight
Fire Spirit Knight Flying Machine Three Musketeers The Log
The Log Fire Spirit Knight Flying Machine
Three Musketeers
Fire Spirit Knight Flying Machine The Log

Counters to secondary win conditions

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

Knight
Knight Flying Machine The Log
Knight The Log
Knight The Log
Knight Three Musketeers
Fire Spirit Flying Machine Three Musketeers
Knight Flying Machine
Knight
Knight Flying Machine The Log
Three Musketeers
Knight Flying Machine
The Log
Knight Three Musketeers
Flying Machine Three Musketeers
Knight Flying Machine Three Musketeers The Log
Flying Machine 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 Flying Machine The Log
Flying Machine The Log
Flying Machine The Log
Knight Flying Machine The Log
Fire Spirit The Log
Fire Spirit Flying Machine
Fire Spirit Flying Machine The Log
The Log Fire Spirit Flying Machine
The Log Flying Machine
Fire Spirit Three Musketeers
Knight Flying Machine The Log
Fire Spirit Flying Machine
Flying Machine Fire Spirit Knight Three Musketeers The Log
Flying Machine
Flying Machine The Log
Flying Machine Three Musketeers The Log
Flying Machine Three Musketeers The Log
Three Musketeers
Fire Spirit Flying Machine Three Musketeers The Log
Fire Spirit Flying Machine The Log
The Log
The Log
Flying Machine The Log
The Log Fire Spirit
The Log Flying Machine
Flying Machine The Log
The Log
Fire Spirit Flying Machine
Flying Machine
The Log
The Log
Fire Spirit Flying Machine
Fire Spirit Flying Machine Three Musketeers
The Log
Knight Flying Machine Three Musketeers
The Log Flying Machine
Flying Machine Three Musketeers
Flying Machine The Log
Flying Machine
Flying Machine The Log

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