My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Musketeer Hunter Electro Wizard

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.

Musketeer Battle Ram Hunter Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Battle Ram Goblin Barrel

Damage spells

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

Arrows

Punishments

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

Battle Ram Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Fire Spirit Battle Ram Mega Knight

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.

Goblin Barrel Electro Wizard

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
Battle Ram Goblin Barrel
Giant Snowball
Fire Spirit Musketeer Battle Ram Goblin Barrel
Zap
Fire Spirit Battle Ram Goblin Barrel
Barbarian Barrel
Fire Spirit Musketeer Battle Ram Goblin Barrel Hunter Electro Wizard
The Log
Fire Spirit Musketeer Battle Ram Goblin Barrel Hunter
Earthquake
Goblin Barrel
Arrows
Fire Spirit Goblin Barrel
Royal Delivery
Fire Spirit Musketeer Battle Ram Goblin Barrel Hunter Electro Wizard
Fireball
Musketeer Battle Ram Goblin Barrel Hunter Electro Wizard
Poison
Musketeer Hunter Electro Wizard
Lightning
Musketeer Battle Ram Hunter Electro Wizard
Rocket
Musketeer Hunter

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Hunter Mega Knight

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 Arrows Battle Ram Mega Knight

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.

Goblin Barrel

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 Goblin Barrel Electro Wizard

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.

Fire Spirit Arrows Goblin Barrel Musketeer Battle Ram Hunter Electro Wizard Mega Knight

Shortest cycle

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

11 Fire Spirit Arrows Goblin Barrel Musketeer

Attack Synergies 0 13

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
Battle Ram Goblin Barrel
Arrows
Battle Ram Goblin Barrel Mega Knight
Musketeer
Battle Ram Mega Knight
Battle Ram
Fire Spirit Arrows Musketeer Goblin Barrel Hunter Electro Wizard
Goblin Barrel
Fire Spirit Arrows Battle Ram Mega Knight
Hunter
Battle Ram Mega Knight
Electro Wizard
Battle Ram Mega Knight
Mega Knight
Arrows Musketeer Goblin Barrel Hunter Electro Wizard

Defense Synergies 1 6

Fire Spirit
Electro Wizard
Arrows
Mega Knight
Musketeer
Electro Wizard Mega Knight
Battle Ram
Goblin Barrel
Hunter
Electro Wizard Mega Knight
Electro Wizard
Fire Spirit Musketeer Hunter Mega Knight
Mega Knight
Arrows Musketeer Hunter Electro Wizard

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.

Musketeer Electro Wizard
Hunter Musketeer Electro Wizard Mega Knight
Hunter Mega Knight Fire Spirit Musketeer Electro Wizard
Hunter Musketeer Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Fire Spirit Musketeer Hunter Electro Wizard Mega Knight
Musketeer Hunter Electro Wizard Fire Spirit Arrows
Arrows Musketeer Electro Wizard Mega Knight
Hunter Musketeer
Fire Spirit Musketeer Hunter Electro Wizard Mega Knight
Electro Wizard Arrows Musketeer Hunter Mega Knight
Arrows Musketeer Hunter Electro Wizard
Hunter Mega Knight Fire Spirit Musketeer Electro Wizard
Fire Spirit Mega Knight Arrows Hunter Electro Wizard
Hunter Electro Wizard Mega Knight
Hunter Electro Wizard Mega Knight
Mega Knight Arrows Musketeer Hunter Electro Wizard
Fire Spirit Arrows Mega Knight Musketeer Hunter Electro Wizard
Arrows Hunter Fire Spirit Musketeer Electro Wizard Mega Knight
Musketeer Hunter Electro Wizard
Mega Knight Fire Spirit Arrows Musketeer Hunter Electro Wizard

Counters to secondary win conditions

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

Mega Knight Electro Wizard
Electro Wizard Arrows Musketeer Hunter Mega Knight
Mega Knight Musketeer Hunter Electro Wizard
Hunter Mega Knight Musketeer Electro Wizard
Musketeer Hunter Mega Knight
Fire Spirit Arrows Musketeer Hunter Electro Wizard
Musketeer Hunter Electro Wizard
Mega Knight Hunter
Electro Wizard Mega Knight
Musketeer
Mega Knight Musketeer Hunter
Mega Knight Arrows Electro Wizard
Mega Knight Hunter
Musketeer Mega Knight
Electro Wizard Musketeer Hunter
Arrows Mega Knight Musketeer Hunter Electro Wizard

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.)

Arrows Musketeer
Arrows Musketeer Electro Wizard
Arrows
Arrows Musketeer
Fire Spirit Arrows Mega Knight
Arrows Fire Spirit Musketeer Hunter
Fire Spirit Arrows Musketeer
Arrows Fire Spirit Hunter
Arrows
Fire Spirit Musketeer Electro Wizard
Arrows Musketeer Electro Wizard
Fire Spirit Arrows Musketeer
Fire Spirit Musketeer Hunter
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer Hunter
Arrows Musketeer Mega Knight
Arrows
Fire Spirit Arrows Musketeer Hunter Electro Wizard Mega Knight
Fire Spirit Arrows Mega Knight
Musketeer Mega Knight
Arrows
Musketeer
Arrows Musketeer
Arrows Fire Spirit Hunter Mega Knight
Arrows Musketeer Hunter Electro Wizard
Arrows Musketeer Mega Knight
Arrows Musketeer
Fire Spirit Arrows Musketeer Hunter Electro Wizard
Electro Wizard Musketeer
Arrows Musketeer Hunter Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows
Electro Wizard Fire Spirit Musketeer
Fire Spirit Arrows Musketeer Hunter Electro Wizard
Arrows
Musketeer Hunter Electro Wizard Mega Knight
Arrows Musketeer
Arrows
Musketeer Mega Knight
Musketeer Electro Wizard
Musketeer Electro Wizard
Musketeer Electro Wizard Mega Knight

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