My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Bats Flying Machine Furnace Three Musketeers

Defensive buildings

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

Mortar Furnace

Investments

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

Bats Flying Machine Furnace Three Musketeers

Offensive cards

Win conditions

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

Mortar Three Musketeers

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.

Mortar

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 Mortar Flying Machine

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
Bats Three Musketeers Guards
Giant Snowball
Fire Spirit Bats Flying Machine Furnace Three Musketeers Guards
Zap
Fire Spirit Bats Mortar Flying Machine Furnace Three Musketeers Guards
Barbarian Barrel
Fire Spirit Mortar Furnace Three Musketeers Guards
The Log
Fire Spirit Furnace Three Musketeers Guards
Earthquake
Mortar Furnace Guards
Arrows
Fire Spirit Bats Flying Machine Furnace Guards
Royal Delivery
Fire Spirit Bats Flying Machine Three Musketeers Guards
Fireball
Mortar Flying Machine Furnace Three Musketeers
Poison
Bats Mortar Flying Machine Furnace Three Musketeers Guards
Lightning
Mortar Furnace Three Musketeers
Rocket
Mortar Furnace Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Mortar Furnace

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 Bats Guards

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 Furnace 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Zap Guards Mortar Flying Machine Furnace Three Musketeers

Shortest cycle

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

8 Fire Spirit Bats Zap Guards

Attack Synergies 0 16

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 Mortar Furnace Three Musketeers
Bats
Zap Mortar Flying Machine
Zap
Fire Spirit Bats Mortar Flying Machine Furnace Three Musketeers Guards
Mortar
Fire Spirit Bats Zap Flying Machine
Flying Machine
Bats Zap Mortar Furnace Three Musketeers
Furnace
Fire Spirit Zap Flying Machine
Three Musketeers
Fire Spirit Zap Flying Machine Guards
Guards
Zap Three Musketeers

Defense Synergies 0 13

Fire Spirit
Zap
Bats
Zap Mortar
Zap
Fire Spirit Bats Mortar Flying Machine Furnace Three Musketeers Guards
Mortar
Bats Zap Flying Machine Guards
Flying Machine
Zap Mortar Furnace Guards
Furnace
Zap Flying Machine Guards
Three Musketeers
Zap
Guards
Zap Mortar Flying Machine Furnace

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 Mortar Flying Machine
Bats Zap Mortar Flying Machine Furnace Three Musketeers
Mortar Furnace Three Musketeers Fire Spirit Bats
Three Musketeers Bats Mortar Furnace Guards
Fire Spirit Bats Zap Flying Machine Furnace Guards
Bats Furnace Three Musketeers Fire Spirit Zap Mortar Flying Machine
Zap Flying Machine
Three Musketeers Mortar Furnace
Guards Fire Spirit
Bats Guards Zap Flying Machine Furnace
Three Musketeers Bats Zap Flying Machine Furnace
Mortar Furnace Fire Spirit Bats Zap Flying Machine Three Musketeers Guards
Fire Spirit Three Musketeers Bats Zap Mortar Furnace Guards
Mortar Furnace Three Musketeers
Zap Mortar Furnace Three Musketeers
Three Musketeers Bats Mortar Furnace
Fire Spirit Mortar Bats Zap Flying Machine Furnace Three Musketeers Guards
Zap Mortar Furnace Fire Spirit Bats Flying Machine Guards
Mortar Three Musketeers
Fire Spirit Bats Flying Machine Furnace Guards

Counters to secondary win conditions

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

Guards Zap Furnace
Zap Mortar Flying Machine
Guards Bats Zap Furnace
Guards Bats Zap
Three Musketeers Guards
Fire Spirit Furnace Bats Zap Flying Machine Three Musketeers
Guards Bats Flying Machine Furnace
Zap Bats Mortar Flying Machine
Three Musketeers Guards
Bats Flying Machine Guards
Zap Guards
Three Musketeers Guards
Flying Machine Furnace Three Musketeers
Guards Bats Zap Mortar Flying Machine Furnace Three Musketeers
Bats Zap Flying Machine

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.)

Mortar Flying Machine Guards
Mortar Zap Flying Machine
Flying Machine
Flying Machine Guards
Fire Spirit Zap Mortar Furnace
Fire Spirit Bats Zap Flying Machine Furnace
Fire Spirit Mortar Flying Machine Furnace
Fire Spirit Zap Flying Machine
Zap Mortar Flying Machine
Fire Spirit Bats Three Musketeers Guards
Zap Mortar Flying Machine
Fire Spirit Zap Flying Machine
Flying Machine Fire Spirit Mortar Three Musketeers
Mortar Flying Machine
Zap Mortar Flying Machine Furnace
Zap Mortar Flying Machine Furnace Three Musketeers
Mortar Flying Machine Furnace Three Musketeers
Mortar Three Musketeers
Bats
Fire Spirit Zap Mortar Flying Machine Three Musketeers
Fire Spirit Zap Mortar Flying Machine
Zap Mortar Flying Machine
Zap Fire Spirit Mortar Furnace
Mortar Zap Flying Machine
Zap Mortar Flying Machine
Zap Mortar
Fire Spirit Bats Zap Flying Machine Furnace
Zap Bats Flying Machine Guards
Zap Mortar
Zap
Zap Fire Spirit Bats Flying Machine Guards
Fire Spirit Zap Flying Machine Three Musketeers
Flying Machine Three Musketeers
Zap Mortar Flying Machine
Zap
Flying Machine Three Musketeers
Zap Bats Flying Machine Guards
Bats Zap Flying Machine
Zap Mortar Flying Machine

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