My Best Clash Royale Deck

Deck Check Rating

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

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 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!

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 Archers Goblin Gang 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.

Archers Knight Three Musketeers

Offensive cards

Win conditions

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

Hog Rider Three Musketeers

Damage spells

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

Zap The Log

Punishments

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

Goblin Gang Hog Rider

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 Knight Goblin Gang Hog Rider

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.

Hog Rider

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
Archers Goblin Gang Hog Rider Three Musketeers
Giant Snowball
Fire Spirit Archers Goblin Gang Hog Rider Three Musketeers
Zap
Fire Spirit Archers Goblin Gang Three Musketeers
Barbarian Barrel
Fire Spirit Archers Knight Goblin Gang Three Musketeers
The Log
Fire Spirit Archers Goblin Gang Hog Rider Three Musketeers
Earthquake
Archers Goblin Gang Hog Rider
Arrows
Fire Spirit Archers Goblin Gang
Royal Delivery
Fire Spirit Archers Knight Goblin Gang Hog Rider Three Musketeers
Fireball
Archers Goblin Gang Hog Rider Three Musketeers
Poison
Archers Goblin Gang Three Musketeers
Lightning
Knight Three Musketeers
Rocket
Hog Rider Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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

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 Goblin Gang 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.

Fire Spirit Zap The Log Archers Knight Goblin Gang Hog Rider Three Musketeers

Shortest cycle

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

8 Fire Spirit Zap The Log Archers

Attack Synergies 8 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
Hog Rider Zap Knight Three Musketeers
Zap
Hog Rider Fire Spirit Archers Knight Three Musketeers The Log
Archers
Knight Zap Hog Rider
Knight
Archers Goblin Gang Hog Rider Three Musketeers Fire Spirit Zap The Log
Goblin Gang
Knight Hog Rider Three Musketeers
Hog Rider
Fire Spirit Zap Knight Goblin Gang The Log Archers Three Musketeers
Three Musketeers
Knight Fire Spirit Zap Goblin Gang Hog Rider The Log
The Log
Hog Rider Zap Knight Three Musketeers

Defense Synergies 3 13

Fire Spirit
Knight Zap The Log
Zap
Fire Spirit Archers Knight Goblin Gang Three Musketeers The Log
Archers
Knight Zap Goblin Gang The Log
Knight
Fire Spirit Archers Goblin Gang Zap Three Musketeers The Log
Goblin Gang
Knight Zap Archers The Log
Hog Rider
Three Musketeers
Zap Knight The Log
The Log
Fire Spirit Zap Archers Knight Goblin Gang 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.

Zap Knight The Log
Zap Knight Goblin Gang Three Musketeers The Log
Goblin Gang Three Musketeers Fire Spirit Archers Knight
Three Musketeers Knight Goblin Gang
The Log
Goblin Gang The Log Fire Spirit Zap Archers
Three Musketeers Fire Spirit Zap Archers Goblin Gang
Zap The Log
Three Musketeers Goblin Gang
Knight Goblin Gang Fire Spirit Archers
Archers Goblin Gang Zap Knight The Log
Three Musketeers Zap Archers Goblin Gang
Fire Spirit Zap Knight Goblin Gang Three Musketeers The Log
Fire Spirit Three Musketeers Zap Goblin Gang The Log
Knight Goblin Gang Three Musketeers
Zap Goblin Gang Three Musketeers The Log
Three Musketeers Knight Goblin Gang
Fire Spirit Zap Archers Knight Goblin Gang Three Musketeers The Log
Zap The Log Fire Spirit Archers Knight
Three Musketeers
Goblin Gang Fire Spirit Archers Knight The Log

Counters to secondary win conditions

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

Knight Goblin Gang Zap Archers
Zap Archers Knight Goblin Gang The Log
Goblin Gang Zap Knight The Log
Goblin Gang Zap Knight The Log
Knight Goblin Gang Three Musketeers
Fire Spirit Zap Archers Goblin Gang Three Musketeers
Goblin Gang Archers Knight
Knight
Zap Knight The Log
Goblin Gang Three Musketeers
Knight
Zap The Log
Knight Goblin Gang Three Musketeers
Archers Three Musketeers
Goblin Gang Zap Archers Knight Three Musketeers The Log
Zap Archers 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
Zap The Log
The Log
Knight The Log
Fire Spirit Zap The Log
Fire Spirit Zap
Fire Spirit Archers The Log
The Log Fire Spirit Zap
The Log Zap
Fire Spirit Goblin Gang Three Musketeers
Zap Knight The Log
Fire Spirit Zap Archers
Fire Spirit Knight Three Musketeers The Log
Zap The Log
Zap Three Musketeers The Log
Three Musketeers The Log
Three Musketeers
Fire Spirit Zap Archers Three Musketeers The Log
Fire Spirit Zap The Log
The Log
The Log
Zap The Log
Zap The Log Fire Spirit
The Log Zap
Zap The Log
Zap The Log
Fire Spirit Zap Archers
Zap
Zap The Log
Zap
The Log
Zap Fire Spirit Archers Goblin Gang
Fire Spirit Zap Archers Three Musketeers
The Log
Knight Goblin Gang Three Musketeers
The Log Zap
Zap
Three Musketeers
Zap Goblin Gang The Log
Zap
Zap The Log

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