My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
Good
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 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 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 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.

Mega Minion Musketeer Battle Ram

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Rage The Log

Punishments

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

Elite Barbarians Battle Ram

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 Battle Ram

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

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
Elite Barbarians Battle Ram
Giant Snowball
Fire Spirit Mega Minion Musketeer Battle Ram
Zap
Fire Spirit Battle Ram
Barbarian Barrel
Fire Spirit Elite Barbarians Musketeer Battle Ram
The Log
Fire Spirit Elite Barbarians Musketeer Battle Ram
Earthquake
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Elite Barbarians Mega Minion Musketeer Battle Ram
Fireball
Elite Barbarians Mega Minion Musketeer Battle Ram
Poison
Mega Minion Musketeer
Lightning
Elite Barbarians Mega Minion Musketeer Battle Ram
Rocket
Elite Barbarians 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 Battle Ram Rage

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 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.

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 Mega Minion Musketeer Battle Ram Elite Barbarians

Shortest cycle

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

5 Mirror Fire Spirit Rage The Log

Attack Synergies 3 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
Elite Barbarians Mega Minion Battle Ram
Elite Barbarians
Rage Fire Spirit Battle Ram The Log
Mega Minion
Fire Spirit
Musketeer
Battle Ram Mirror The Log
Battle Ram
The Log Fire Spirit Elite Barbarians Musketeer Mirror
Mirror
The Log Musketeer Battle Ram
Rage
Elite Barbarians
The Log
Battle Ram Mirror Elite Barbarians Musketeer

Defense Synergies 1 7

Fire Spirit
The Log
Elite Barbarians
Mega Minion The Log
Mega Minion
Elite Barbarians Musketeer The Log
Musketeer
The Log Mega Minion Mirror
Battle Ram
Mirror
Musketeer The Log
Rage
The Log
Musketeer Fire Spirit Elite Barbarians Mega Minion 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.

Mega Minion Musketeer The Log
Elite Barbarians Mega Minion Musketeer The Log
Fire Spirit Elite Barbarians Mega Minion Musketeer
Elite Barbarians Mega Minion Musketeer
Elite Barbarians The Log
The Log Fire Spirit Mega Minion Musketeer
Mega Minion Musketeer Fire Spirit
Musketeer The Log
Elite Barbarians Musketeer
Elite Barbarians Fire Spirit Musketeer
Mega Minion Musketeer The Log
Mega Minion Musketeer
Fire Spirit Elite Barbarians Musketeer The Log
Fire Spirit Mega Minion The Log
Elite Barbarians
Elite Barbarians The Log
Elite Barbarians Musketeer
Fire Spirit Elite Barbarians Mega Minion Musketeer The Log
The Log Fire Spirit Mega Minion Musketeer
Elite Barbarians Musketeer
Fire Spirit Elite Barbarians Musketeer The Log

Counters to secondary win conditions

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

Elite Barbarians
Elite Barbarians Mega Minion Musketeer The Log
Elite Barbarians Musketeer The Log
Elite Barbarians Musketeer The Log
Elite Barbarians Musketeer
Fire Spirit Musketeer
Elite Barbarians Mega Minion Musketeer
Elite Barbarians
Elite Barbarians Mega Minion The Log
Mega Minion Musketeer
Elite Barbarians Mega Minion Musketeer
Elite Barbarians The Log
Elite Barbarians
Musketeer
Elite Barbarians Mega Minion Musketeer The Log
Elite Barbarians 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 Mega Minion Musketeer
Fire Spirit Musketeer The Log
The Log Fire Spirit
The Log
Fire Spirit Elite Barbarians Musketeer
Musketeer The Log
Fire Spirit Musketeer
Fire Spirit Elite Barbarians Musketeer The Log
Musketeer
Elite Barbarians Musketeer The Log
Musketeer The Log
Musketeer The Log
Fire Spirit Mega Minion Musketeer The Log
Fire Spirit The Log
Musketeer The Log
Musketeer The Log
Musketeer The Log
The Log Fire Spirit
Mega Minion
The Log Musketeer
Musketeer The Log
Musketeer The Log
Elite Barbarians Fire Spirit Musketeer
Mega Minion Musketeer
Elite Barbarians Mega Minion
Musketeer The Log
The Log
Fire Spirit Musketeer
Fire Spirit Mega Minion Musketeer
The Log
Mega Minion Musketeer
The Log Musketeer
Elite Barbarians Mega Minion Musketeer
Elite Barbarians Musketeer The Log
Musketeer
Musketeer The Log

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