My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Mediocre
Versatility
Good
F2P score
Great!

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 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 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!
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.

Fire Spirit Tesla Three Musketeers

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Knight Tesla Elixir Collector Three Musketeers

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.

The Log

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Fire Spirit Knight 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
Skeletons Three Musketeers
Giant Snowball
Skeletons Fire Spirit Barbarians Three Musketeers
Zap
Skeletons Fire Spirit Three Musketeers
Barbarian Barrel
Skeletons Fire Spirit Knight Tesla Barbarians Three Musketeers
The Log
Skeletons Fire Spirit Barbarians Three Musketeers
Earthquake
Skeletons Tesla Barbarians Elixir Collector
Arrows
Skeletons Fire Spirit
Royal Delivery
Skeletons Fire Spirit Knight Barbarians Three Musketeers
Fireball
Tesla Barbarians Elixir Collector Three Musketeers
Poison
Barbarians Elixir Collector Three Musketeers
Lightning
Knight Tesla Elixir Collector Three Musketeers
Rocket
Barbarians Elixir Collector Three Musketeers

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 Knight Elixir Collector

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 Barbarians 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit The Log Knight Tesla Barbarians Elixir Collector Three Musketeers

Shortest cycle

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

7 Skeletons Fire Spirit The Log Knight

Attack Synergies 1 4

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.

Skeletons
Fire Spirit
Knight Three Musketeers
Knight
Three Musketeers Fire Spirit The Log
Tesla
Barbarians
Elixir Collector
Three Musketeers
Knight Fire Spirit The Log
The Log
Knight Three Musketeers

Defense Synergies 4 7

Skeletons
Tesla Fire Spirit Knight The Log
Fire Spirit
Knight Skeletons The Log
Knight
Fire Spirit Tesla Skeletons Three Musketeers The Log
Tesla
Skeletons Knight The Log
Barbarians
Elixir Collector
Three Musketeers
Knight The Log
The Log
Tesla Skeletons Fire Spirit Knight Three Musketeers

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.

Knight Tesla The Log
Barbarians Skeletons Knight Tesla Three Musketeers The Log
Tesla Barbarians Three Musketeers Skeletons Fire Spirit Knight
Tesla Barbarians Three Musketeers Skeletons Knight
Barbarians The Log
The Log Skeletons Fire Spirit Tesla
Tesla Three Musketeers Fire Spirit
Tesla Barbarians The Log
Tesla Barbarians Three Musketeers Skeletons
Knight Skeletons Fire Spirit Tesla Barbarians
Barbarians Skeletons Knight Tesla The Log
Tesla Three Musketeers
Tesla Barbarians Skeletons Fire Spirit Knight Three Musketeers The Log
Fire Spirit Three Musketeers Tesla Barbarians The Log
Barbarians Knight Tesla Three Musketeers
Barbarians Tesla Three Musketeers The Log
Tesla Barbarians Three Musketeers Skeletons Knight
Fire Spirit Tesla Knight Barbarians Three Musketeers The Log
The Log Fire Spirit Knight Tesla Barbarians
Barbarians Tesla Three Musketeers
Fire Spirit Knight Tesla Barbarians The Log

Counters to secondary win conditions

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

Knight Barbarians Skeletons Tesla
Knight Tesla The Log
Barbarians Skeletons Knight The Log
Knight Tesla Barbarians The Log
Barbarians Skeletons Knight Tesla Three Musketeers
Fire Spirit Skeletons Tesla Three Musketeers
Skeletons Knight Tesla Barbarians
Knight Tesla Barbarians
Skeletons Knight Barbarians The Log
Skeletons Tesla Barbarians Three Musketeers
Knight Tesla Barbarians
Barbarians The Log
Barbarians Skeletons Knight Tesla Three Musketeers
Tesla Barbarians Three Musketeers
Tesla Barbarians Skeletons Knight Three Musketeers The Log
Tesla Barbarians 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.)

Knight The Log
The Log
The Log
Knight Barbarians The Log
Fire Spirit The Log
Fire Spirit
Fire Spirit The Log
The Log Fire Spirit
The Log
Fire Spirit Three Musketeers
Knight The Log
Fire Spirit
Fire Spirit Knight Three Musketeers The Log
The Log
Three Musketeers The Log
Three Musketeers The Log
Three Musketeers
Fire Spirit Three Musketeers The Log
Fire Spirit The Log
The Log
The Log
Barbarians The Log
The Log Fire Spirit
The Log
The Log
The Log
Fire Spirit
The Log
The Log
Fire Spirit Barbarians
Fire Spirit Three Musketeers
The Log
Knight Three Musketeers
The Log
Three Musketeers
The Log
The Log

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