My Best Clash Royale Deck

Deck Check Rating

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

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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit 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.

Three Musketeers Sparky

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.

Zap Rage Tornado

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 Heal Spirit

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 Sparky
Giant Snowball
Fire Spirit Three Musketeers
Zap
Fire Spirit Three Musketeers Sparky
Barbarian Barrel
Fire Spirit Heal Spirit Three Musketeers Sparky
The Log
Fire Spirit Heal Spirit Three Musketeers Sparky
Earthquake
Arrows
Fire Spirit Heal Spirit
Royal Delivery
Fire Spirit Heal Spirit Three Musketeers Sparky
Fireball
Three Musketeers Sparky
Poison
Three Musketeers Sparky
Lightning
Three Musketeers Sparky
Rocket
Three Musketeers Sparky

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Tornado Sparky

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 Heal Spirit Rage Tornado Sparky

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 Heal 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 Heal Spirit Zap Rage Tornado Sparky Three Musketeers

Shortest cycle

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

4 Mirror Fire Spirit Heal Spirit Zap

Attack Synergies 5 12

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
Zap Three Musketeers Sparky
Zap
Mirror Tornado Sparky Fire Spirit Heal Spirit Three Musketeers
Heal Spirit
Zap Three Musketeers Sparky
Three Musketeers
Fire Spirit Zap Heal Spirit Mirror Rage Tornado
Mirror
Zap Three Musketeers Tornado Sparky
Rage
Sparky Three Musketeers
Tornado
Zap Sparky Three Musketeers Mirror
Sparky
Zap Rage Tornado Fire Spirit Heal Spirit Mirror

Defense Synergies 3 9

Fire Spirit
Zap Tornado Sparky
Zap
Mirror Fire Spirit Three Musketeers Tornado Sparky
Heal Spirit
Three Musketeers
Zap Tornado
Mirror
Zap Tornado Sparky
Rage
Tornado
Mirror Sparky Fire Spirit Zap Three Musketeers Sparky
Sparky
Tornado Fire Spirit Zap Mirror Tornado

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 Sparky
Sparky Zap Three Musketeers
Three Musketeers Tornado Sparky Fire Spirit
Three Musketeers Sparky
Tornado Sparky
Tornado Fire Spirit Zap
Three Musketeers Tornado Fire Spirit Zap
Zap Sparky
Three Musketeers Sparky Tornado
Tornado Fire Spirit Sparky
Zap Tornado
Three Musketeers Zap Tornado
Sparky Fire Spirit Zap Three Musketeers
Fire Spirit Three Musketeers Sparky Zap Tornado
Sparky Three Musketeers
Tornado Zap Three Musketeers Sparky
Three Musketeers Sparky Tornado
Fire Spirit Zap Three Musketeers Tornado
Zap Tornado Fire Spirit
Sparky Three Musketeers Tornado
Fire Spirit Sparky

Counters to secondary win conditions

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

Zap Sparky
Zap
Zap Sparky
Zap Tornado Sparky
Three Musketeers Sparky
Fire Spirit Zap Three Musketeers Tornado
Sparky
Sparky
Zap Tornado Sparky
Three Musketeers Sparky
Sparky
Zap Tornado
Three Musketeers Sparky
Three Musketeers Sparky
Sparky Zap Three Musketeers Tornado
Zap Sparky

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.)

Sparky
Zap Tornado
Sparky
Sparky
Fire Spirit Zap Sparky
Fire Spirit Zap Tornado
Fire Spirit Tornado Sparky
Fire Spirit Zap Tornado
Zap Tornado
Fire Spirit Three Musketeers Tornado Sparky
Zap Tornado Sparky
Fire Spirit Zap Tornado
Fire Spirit Three Musketeers Sparky
Zap Sparky
Zap Three Musketeers Sparky
Three Musketeers Sparky
Three Musketeers Tornado Sparky
Sparky
Fire Spirit Zap Three Musketeers Sparky
Fire Spirit Zap Tornado
Sparky
Tornado
Tornado Sparky
Zap
Zap Tornado Fire Spirit Sparky
Zap Tornado Sparky
Zap Tornado Sparky
Zap Tornado Sparky
Fire Spirit Zap Tornado Sparky
Zap
Sparky
Zap Sparky
Zap Sparky
Sparky
Sparky
Zap Fire Spirit
Fire Spirit Zap Three Musketeers Tornado
Three Musketeers Sparky
Zap
Zap Tornado Sparky
Three Musketeers Sparky
Zap Tornado Sparky
Zap Tornado
Zap Tornado Sparky

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