My Best Clash Royale Deck

Deck Check Rating

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

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!

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 Goblin Giant

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 Dark Prince Balloon Goblin Giant

Offensive cards

Win conditions

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

Three Musketeers Balloon Goblin Giant

Damage spells

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

Zap

Punishments

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

Dark Prince Balloon Goblin Giant

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 Goblins Dark Prince Balloon Goblin Giant

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.

Dark Prince Balloon

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 Clone Dark Prince Balloon
Giant Snowball
Fire Spirit Goblins Three Musketeers Clone Balloon
Zap
Fire Spirit Goblins Three Musketeers Clone Dark Prince Balloon Goblin Giant
Barbarian Barrel
Fire Spirit Goblins Three Musketeers Clone Dark Prince
The Log
Fire Spirit Goblins Three Musketeers Clone Dark Prince
Earthquake
Clone
Arrows
Fire Spirit Goblins Clone
Royal Delivery
Fire Spirit Goblins Three Musketeers Clone Dark Prince Balloon
Fireball
Three Musketeers Clone Balloon
Poison
Three Musketeers Clone Balloon
Lightning
Three Musketeers Dark Prince Balloon
Rocket
Three Musketeers Balloon

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 Dark Prince

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 Clone Dark Prince

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 Goblins 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.

Fire Spirit Goblins Zap Clone Dark Prince Balloon Goblin Giant Three Musketeers

Shortest cycle

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

8 Fire Spirit Goblins Zap Clone

Attack Synergies 3 14

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 Dark Prince Balloon Goblin Giant
Goblins
Zap
Zap
Balloon Goblin Giant Fire Spirit Goblins Three Musketeers Dark Prince
Three Musketeers
Fire Spirit Zap Clone Dark Prince
Clone
Balloon Three Musketeers Goblin Giant
Dark Prince
Fire Spirit Zap Three Musketeers Balloon Goblin Giant
Balloon
Zap Clone Fire Spirit Dark Prince Goblin Giant
Goblin Giant
Zap Fire Spirit Clone Dark Prince Balloon

Defense Synergies 1 4

Fire Spirit
Zap
Goblins
Zap
Zap
Goblin Giant Fire Spirit Goblins Three Musketeers Dark Prince
Three Musketeers
Zap
Clone
Dark Prince
Zap
Balloon
Goblin Giant
Zap

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 Goblin Giant
Goblins Zap Three Musketeers Dark Prince
Three Musketeers Fire Spirit Goblins Dark Prince
Three Musketeers Goblins Dark Prince
Dark Prince
Fire Spirit Goblins Zap Dark Prince
Three Musketeers Fire Spirit Zap
Zap Goblin Giant
Three Musketeers Goblins
Fire Spirit Goblins Dark Prince
Goblins Zap Dark Prince Goblin Giant
Three Musketeers Zap
Fire Spirit Zap Three Musketeers Dark Prince
Fire Spirit Three Musketeers Goblins Zap Dark Prince
Three Musketeers
Zap Three Musketeers
Three Musketeers Goblins Dark Prince
Fire Spirit Goblins Zap Three Musketeers Dark Prince
Zap Fire Spirit Dark Prince
Three Musketeers
Dark Prince Fire Spirit Goblins Goblin Giant

Counters to secondary win conditions

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

Goblins Zap Dark Prince
Zap
Goblins Zap Dark Prince Goblin Giant
Dark Prince Zap Goblin Giant
Three Musketeers Dark Prince Goblin Giant
Fire Spirit Zap Three Musketeers Goblin Giant
Dark Prince Goblins Goblin Giant
Dark Prince Goblin Giant
Zap Goblins Dark Prince
Three Musketeers Goblin Giant
Dark Prince
Zap Dark Prince Goblin Giant
Dark Prince Three Musketeers Goblin Giant
Three Musketeers
Goblins Zap Three Musketeers Dark Prince Goblin Giant
Zap Dark Prince

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.)

Zap
Goblin Giant
Dark Prince
Fire Spirit Zap Dark Prince
Fire Spirit Zap Goblin Giant
Fire Spirit
Fire Spirit Zap
Zap
Fire Spirit Goblins Three Musketeers
Zap Dark Prince
Fire Spirit Zap
Fire Spirit Three Musketeers
Zap
Zap Three Musketeers
Three Musketeers
Three Musketeers
Fire Spirit Zap Three Musketeers Dark Prince
Fire Spirit Zap
Zap
Zap Fire Spirit Dark Prince
Zap
Zap
Zap
Fire Spirit Zap
Zap
Zap
Zap
Zap Fire Spirit Dark Prince
Fire Spirit Zap Three Musketeers
Three Musketeers Dark Prince
Zap
Zap
Three Musketeers Dark Prince
Zap
Zap
Zap Dark Prince Goblin Giant

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