My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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.

Royal Giant Three Musketeers

Offensive cards

Win conditions

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

Royal Giant Three Musketeers Graveyard

Damage spells

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

Giant Snowball

Punishments

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

Royal Giant Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Fire Spirit Royal Giant Heal Spirit

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.

Graveyard

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Giant Snowball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Giant Snowball

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 Guards Skeleton Army

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.

Royal Giant Skeleton Army Graveyard

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Heal Spirit Giant Snowball Guards Skeleton Army Graveyard Royal Giant Three Musketeers

Shortest cycle

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

7 Fire Spirit Heal Spirit Giant Snowball Guards

Attack Synergies 3 11

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
Royal Giant Giant Snowball Three Musketeers
Giant Snowball
Graveyard Fire Spirit Royal Giant Three Musketeers
Royal Giant
Fire Spirit Heal Spirit Giant Snowball Guards
Heal Spirit
Royal Giant Three Musketeers Guards Graveyard
Three Musketeers
Fire Spirit Giant Snowball Heal Spirit Guards Graveyard
Guards
Royal Giant Heal Spirit Three Musketeers Graveyard
Skeleton Army
Graveyard
Giant Snowball Heal Spirit Three Musketeers Guards

Defense Synergies 0 4

Fire Spirit
Giant Snowball
Giant Snowball
Fire Spirit Three Musketeers Guards
Royal Giant
Heal Spirit
Three Musketeers
Giant Snowball
Guards
Giant Snowball Skeleton Army
Skeleton Army
Guards
Graveyard

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.

Skeleton Army Three Musketeers
Three Musketeers Skeleton Army Fire Spirit Giant Snowball
Three Musketeers Skeleton Army Guards
Skeleton Army
Skeleton Army Fire Spirit Giant Snowball Guards
Giant Snowball Three Musketeers Fire Spirit
Three Musketeers Skeleton Army
Guards Skeleton Army Fire Spirit Giant Snowball
Guards Skeleton Army Giant Snowball
Three Musketeers Giant Snowball
Skeleton Army Fire Spirit Giant Snowball Three Musketeers Guards
Fire Spirit Three Musketeers Skeleton Army Giant Snowball Guards
Skeleton Army Three Musketeers
Skeleton Army Giant Snowball Three Musketeers
Three Musketeers Skeleton Army
Fire Spirit Giant Snowball Three Musketeers Guards Skeleton Army
Giant Snowball Fire Spirit Guards
Three Musketeers
Skeleton Army Fire Spirit Giant Snowball Guards

Counters to secondary win conditions

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

Guards Skeleton Army Giant Snowball
Giant Snowball
Guards Skeleton Army
Guards Skeleton Army
Three Musketeers Guards Skeleton Army
Fire Spirit Giant Snowball Three Musketeers
Guards Skeleton Army
Skeleton Army
Giant Snowball Skeleton Army
Three Musketeers Guards Skeleton Army
Guards
Skeleton Army Giant Snowball Guards
Skeleton Army Three Musketeers Guards
Three Musketeers Skeleton Army
Guards Skeleton Army Three Musketeers
Giant Snowball

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.)

Guards
Giant Snowball
Guards
Fire Spirit Giant Snowball
Fire Spirit Giant Snowball
Fire Spirit
Fire Spirit Giant Snowball
Giant Snowball
Fire Spirit Giant Snowball Three Musketeers Guards
Fire Spirit Giant Snowball
Fire Spirit Giant Snowball Three Musketeers
Giant Snowball
Giant Snowball Three Musketeers
Three Musketeers
Giant Snowball Three Musketeers
Fire Spirit Giant Snowball Three Musketeers
Fire Spirit Giant Snowball
Giant Snowball
Giant Snowball
Giant Snowball Fire Spirit
Giant Snowball
Giant Snowball
Fire Spirit Giant Snowball
Giant Snowball Guards
Giant Snowball
Giant Snowball
Giant Snowball
Giant Snowball
Fire Spirit Guards Skeleton Army
Fire Spirit Giant Snowball Three Musketeers
Three Musketeers
Giant Snowball
Giant Snowball
Three Musketeers
Giant Snowball Guards
Giant Snowball
Giant Snowball

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