My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Godly!
Versatility
Godly!
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.

Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Minions Three Musketeers Witch

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 Witch

Offensive cards

Win conditions

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

Giant Three Musketeers Miner

Damage spells

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

Arrows Fireball

Punishments

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

Giant Miner

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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.

Miner

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 Skeleton Army Miner
Giant Snowball
Minions Three Musketeers Skeleton Army Witch Miner
Zap
Minions Three Musketeers Skeleton Army Witch
Barbarian Barrel
Three Musketeers Skeleton Army Witch
The Log
Three Musketeers Skeleton Army Witch
Earthquake
Skeleton Army Witch
Arrows
Minions Skeleton Army Witch
Royal Delivery
Minions Three Musketeers Skeleton Army Witch Miner
Fireball
Minions Three Musketeers Skeleton Army Witch
Poison
Minions Three Musketeers Skeleton Army Witch
Lightning
Three Musketeers Witch
Rocket
Three Musketeers Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

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.

Arrows Skeleton Army Miner

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.

Fireball Skeleton Army

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.

Minions Fireball Three Musketeers Witch

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.

Arrows Minions Skeleton Army Miner Fireball Giant Witch Three Musketeers

Shortest cycle

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

12 Arrows Minions Skeleton Army Miner

Attack Synergies 5 7

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.

Arrows
Fireball Giant Miner
Minions
Giant Miner
Fireball
Arrows Giant Miner
Giant
Arrows Minions Miner Fireball Three Musketeers Witch
Three Musketeers
Giant Miner
Skeleton Army
Witch
Giant Miner
Miner
Minions Giant Arrows Fireball Three Musketeers Witch

Defense Synergies 0 2

Arrows
Fireball
Minions
Fireball
Arrows Miner
Giant
Three Musketeers
Skeleton Army
Witch
Miner
Fireball

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 Fireball
Skeleton Army Minions Three Musketeers Witch
Three Musketeers Skeleton Army Witch Minions
Three Musketeers Skeleton Army Witch Minions
Arrows Fireball Skeleton Army
Arrows Fireball Skeleton Army Minions
Minions Three Musketeers Arrows Fireball Witch
Arrows Fireball
Three Musketeers Witch Minions Skeleton Army
Skeleton Army Miner
Minions Skeleton Army Witch Arrows Fireball
Arrows Minions Three Musketeers Fireball Witch
Skeleton Army Minions Fireball Three Musketeers Witch
Fireball Three Musketeers Skeleton Army Arrows Minions Witch
Skeleton Army Three Musketeers
Skeleton Army Fireball Three Musketeers
Three Musketeers Arrows Minions Fireball Skeleton Army Witch
Arrows Fireball Minions Three Musketeers Skeleton Army Witch
Arrows Witch Minions Fireball
Three Musketeers
Skeleton Army Arrows Minions Fireball Witch

Counters to secondary win conditions

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

Skeleton Army Fireball Witch
Fireball Arrows Miner
Skeleton Army Minions Witch
Skeleton Army Fireball
Three Musketeers Skeleton Army Witch
Arrows Fireball Minions Three Musketeers Witch
Skeleton Army Minions Fireball Witch
Skeleton Army
Minions Fireball Skeleton Army Witch
Witch Three Musketeers Skeleton Army
Minions Witch
Skeleton Army Arrows Fireball
Skeleton Army Fireball Three Musketeers Witch
Fireball Three Musketeers Skeleton Army Witch
Skeleton Army Witch Minions Fireball Three Musketeers
Arrows Minions Fireball Witch

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.)

Fireball Arrows
Arrows Fireball Miner
Arrows Fireball Miner
Arrows Fireball
Fireball Arrows
Arrows Fireball Minions Witch
Arrows Witch
Arrows Fireball
Arrows Fireball Miner
Minions Fireball Three Musketeers
Miner Arrows Fireball
Fireball Arrows
Fireball Three Musketeers Miner
Arrows Minions Fireball
Arrows Fireball
Arrows Fireball Three Musketeers Witch
Arrows Fireball Three Musketeers
Arrows Fireball Three Musketeers
Minions
Arrows Fireball Three Musketeers
Arrows Fireball Witch Miner
Minions Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Witch
Arrows Fireball Miner Witch
Fireball Arrows Witch Miner
Fireball Miner Arrows
Arrows Fireball Witch
Minions Fireball Witch
Fireball
Arrows Fireball Miner
Arrows Fireball
Arrows Fireball
Minions Fireball Skeleton Army Witch
Fireball Arrows Three Musketeers Witch
Arrows Fireball
Fireball Miner Three Musketeers
Arrows Fireball
Arrows Fireball
Three Musketeers
Minions Fireball Witch
Fireball Witch
Fireball Witch Miner

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