My Best Clash Royale Deck

Deck Check Rating

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

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 Musketeer Witch

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 Musketeer Witch

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Arrows

Punishments

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

Royal Giant Elite Barbarians

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 Royal Giant Elite Barbarians

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.

Elite 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
Royal Giant Elite Barbarians Skeleton Army
Giant Snowball
Fire Spirit Musketeer Skeleton Army Witch
Zap
Fire Spirit Royal Giant Skeleton Army Witch
Barbarian Barrel
Fire Spirit Elite Barbarians Musketeer Skeleton Army Witch
The Log
Fire Spirit Royal Giant Elite Barbarians Musketeer Skeleton Army Witch
Earthquake
Skeleton Army Witch
Arrows
Fire Spirit Skeleton Army Witch
Royal Delivery
Fire Spirit Elite Barbarians Musketeer Skeleton Army Witch
Fireball
Elite Barbarians Musketeer Skeleton Army Witch
Poison
Musketeer Skeleton Army Witch
Lightning
Elite Barbarians Musketeer Witch
Rocket
Elite Barbarians Musketeer Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows

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 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 Elite Barbarians Skeleton Army

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 Witch

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Arrows Skeleton Army Musketeer Witch Royal Giant Elite Barbarians

Shortest cycle

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

9 Fire Spirit Zap Arrows Skeleton Army

Attack Synergies 5 8

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 Zap Elite Barbarians
Zap
Arrows Elite Barbarians Fire Spirit Royal Giant Musketeer Witch
Arrows
Zap Royal Giant Elite Barbarians
Royal Giant
Fire Spirit Arrows Zap Elite Barbarians Musketeer Witch
Elite Barbarians
Zap Arrows Fire Spirit Royal Giant
Musketeer
Zap Royal Giant
Skeleton Army
Witch
Zap Royal Giant

Defense Synergies 0 7

Fire Spirit
Zap
Zap
Fire Spirit Arrows Elite Barbarians Musketeer Skeleton Army Witch
Arrows
Zap
Royal Giant
Elite Barbarians
Zap
Musketeer
Zap Skeleton Army
Skeleton Army
Zap Musketeer
Witch
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 Musketeer
Elite Barbarians Skeleton Army Zap Musketeer Witch
Skeleton Army Witch Fire Spirit Elite Barbarians Musketeer
Elite Barbarians Skeleton Army Witch Musketeer
Arrows Elite Barbarians Skeleton Army
Arrows Skeleton Army Fire Spirit Zap Musketeer
Musketeer Fire Spirit Zap Arrows Witch
Zap Arrows Musketeer
Witch Elite Barbarians Musketeer Skeleton Army
Elite Barbarians Skeleton Army Fire Spirit Musketeer
Skeleton Army Witch Zap Arrows Musketeer
Arrows Musketeer Zap Witch
Skeleton Army Fire Spirit Zap Elite Barbarians Musketeer Witch
Fire Spirit Skeleton Army Zap Arrows Witch
Elite Barbarians Skeleton Army
Skeleton Army Zap Elite Barbarians
Arrows Elite Barbarians Musketeer Skeleton Army Witch
Fire Spirit Arrows Zap Elite Barbarians Musketeer Skeleton Army Witch
Zap Arrows Witch Fire Spirit Musketeer
Elite Barbarians Musketeer
Skeleton Army Fire Spirit Arrows Elite Barbarians Musketeer Witch

Counters to secondary win conditions

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

Skeleton Army Zap Elite Barbarians Witch
Zap Arrows Elite Barbarians Musketeer
Skeleton Army Zap Elite Barbarians Musketeer Witch
Skeleton Army Zap Elite Barbarians Musketeer
Elite Barbarians Musketeer Skeleton Army Witch
Fire Spirit Arrows Zap Musketeer Witch
Skeleton Army Elite Barbarians Musketeer Witch
Elite Barbarians Skeleton Army
Zap Elite Barbarians Skeleton Army Witch
Witch Musketeer Skeleton Army
Elite Barbarians Musketeer Witch
Skeleton Army Zap Arrows Elite Barbarians
Elite Barbarians Skeleton Army Witch
Musketeer Skeleton Army Witch
Elite Barbarians Skeleton Army Witch Zap Musketeer
Arrows Zap Elite Barbarians Musketeer Witch

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 Zap Musketeer
Arrows
Arrows Musketeer
Fire Spirit Zap Arrows
Arrows Fire Spirit Zap Musketeer Witch
Fire Spirit Arrows Musketeer Witch
Arrows Fire Spirit Zap
Arrows Zap
Fire Spirit Elite Barbarians Musketeer
Zap Arrows Musketeer
Fire Spirit Zap Arrows Musketeer
Fire Spirit Elite Barbarians Musketeer
Arrows Musketeer
Zap Arrows Elite Barbarians Musketeer
Zap Arrows Musketeer Witch
Arrows Musketeer
Arrows
Fire Spirit Zap Arrows Musketeer
Fire Spirit Zap Arrows Witch
Musketeer
Arrows
Musketeer
Zap Arrows Musketeer
Zap Arrows Fire Spirit Witch
Witch
Arrows Zap Musketeer Witch
Zap Arrows Musketeer Witch
Zap Arrows Musketeer
Elite Barbarians Fire Spirit Zap Arrows Musketeer Witch
Zap Musketeer Witch
Elite Barbarians
Zap Arrows Musketeer
Zap Arrows
Arrows
Zap Fire Spirit Musketeer Skeleton Army Witch
Fire Spirit Zap Arrows Musketeer Witch
Arrows
Musketeer
Arrows Zap Musketeer
Zap Arrows
Elite Barbarians Musketeer
Zap Elite Barbarians Musketeer Witch
Zap Musketeer Witch
Zap Musketeer Witch

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