My Best Clash Royale Deck

Deck Check Rating

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

4 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 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!

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 Archers Minions Mega Minion Musketeer

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.

Archers Mega Minion Musketeer Golem

Offensive cards

Win conditions

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

Golem

Damage spells

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

The Log

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 Goblins Golem

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.

Golem

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
Archers Minions
Giant Snowball
Fire Spirit Goblins Archers Minions Mega Minion Musketeer
Zap
Fire Spirit Goblins Archers Minions
Barbarian Barrel
Fire Spirit Goblins Archers Musketeer
The Log
Fire Spirit Goblins Archers Musketeer
Earthquake
Archers
Arrows
Fire Spirit Goblins Archers Minions
Royal Delivery
Fire Spirit Goblins Archers Minions Mega Minion Musketeer
Fireball
Archers Minions Mega Minion Musketeer
Poison
Archers Minions Mega Minion Musketeer
Lightning
Mega Minion Musketeer
Rocket
Musketeer

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 Mega Minion Golem

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 Goblins 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Goblins The Log Archers Minions Mega Minion Musketeer Golem

Shortest cycle

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

8 Fire Spirit Goblins The Log Archers

Attack Synergies 1 8

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
Mega Minion Golem
Goblins
Archers
Archers
Goblins Golem
Minions
Golem
Mega Minion
Golem Fire Spirit
Musketeer
Golem The Log
Golem
Mega Minion Fire Spirit Archers Minions Musketeer The Log
The Log
Musketeer Golem

Defense Synergies 1 12

Fire Spirit
The Log
Goblins
Archers Mega Minion Musketeer The Log
Archers
Goblins Minions Mega Minion The Log
Minions
Archers Musketeer The Log
Mega Minion
Goblins Archers Musketeer The Log
Musketeer
The Log Goblins Minions Mega Minion
Golem
The Log
Musketeer Fire Spirit Goblins Archers Minions Mega Minion

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 Mega Minion Musketeer The Log
Goblins Minions Mega Minion Musketeer The Log
Fire Spirit Goblins Archers Minions Mega Minion Musketeer
Goblins Minions Mega Minion Musketeer
The Log
The Log Fire Spirit Goblins Archers Minions Mega Minion Musketeer
Minions Mega Minion Musketeer Fire Spirit Archers
Musketeer The Log
Goblins Minions Musketeer
Fire Spirit Goblins Archers Musketeer
Goblins Archers Minions Mega Minion Musketeer The Log
Minions Mega Minion Musketeer Archers
Fire Spirit Minions Musketeer The Log
Fire Spirit Goblins Minions Mega Minion The Log
The Log
Goblins Minions Musketeer
Fire Spirit Goblins Archers Minions Mega Minion Musketeer The Log
The Log Fire Spirit Archers Minions Mega Minion Musketeer
Musketeer
Fire Spirit Goblins Archers Minions Musketeer The Log

Counters to secondary win conditions

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

Goblins Archers
Archers Mega Minion Musketeer The Log
Goblins Minions Musketeer The Log
Musketeer The Log
Musketeer
Fire Spirit Archers Minions Musketeer
Goblins Archers Minions Mega Minion Musketeer
Goblins Minions Mega Minion The Log
Mega Minion Musketeer
Minions Mega Minion Musketeer
The Log
Archers Musketeer
Goblins Archers Minions Mega Minion Musketeer The Log
Minions Archers Mega Minion Musketeer 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.)

Musketeer The Log
Musketeer The Log
The Log
Musketeer The Log
Fire Spirit The Log
Fire Spirit Minions Mega Minion Musketeer
Fire Spirit Archers Musketeer The Log
The Log Fire Spirit
The Log
Fire Spirit Goblins Minions Musketeer
Musketeer The Log
Fire Spirit Archers Musketeer
Fire Spirit Musketeer The Log
Minions Musketeer
Musketeer The Log
Musketeer The Log
Musketeer The Log
Minions
Fire Spirit Archers Mega Minion Musketeer The Log
Fire Spirit The Log
Minions Musketeer The Log
Musketeer The Log
Musketeer The Log
The Log Fire Spirit
Mega Minion
The Log Musketeer
Musketeer The Log
Musketeer The Log
Fire Spirit Archers Musketeer
Minions Mega Minion Musketeer
Mega Minion
Musketeer The Log
The Log
Fire Spirit Archers Minions Musketeer
Fire Spirit Archers Mega Minion Musketeer
The Log
Mega Minion Musketeer
The Log Musketeer
Mega Minion Musketeer
Minions Musketeer The Log
Musketeer
Musketeer The Log

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