My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Great!
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 Minions Musketeer Zappies Goblin Giant Ram Rider

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.

Musketeer Zappies Goblin Giant Royal Ghost Ram Rider

Offensive cards

Win conditions

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

Goblin Giant Ram Rider

Damage spells

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

The Log

Punishments

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

Goblin Giant Royal Ghost Ram 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 Goblin Giant Royal Ghost Ram 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.

Royal Ghost Ram 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
Minions Ram Rider
Giant Snowball
Fire Spirit Minions Musketeer Zappies Ram Rider
Zap
Fire Spirit Minions Zappies Goblin Giant Ram Rider
Barbarian Barrel
Fire Spirit Musketeer Zappies Royal Ghost
The Log
Fire Spirit Musketeer Zappies Ram Rider
Earthquake
Zappies
Arrows
Fire Spirit Minions Zappies
Royal Delivery
Fire Spirit Minions Musketeer Zappies Royal Ghost Ram Rider
Fireball
Minions Musketeer Zappies Ram Rider
Poison
Minions Musketeer Zappies
Lightning
Musketeer Ram Rider
Rocket
Musketeer Ram Rider

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 Royal Ghost

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 Royal Ghost

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 Minions Musketeer

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 The Log Minions Royal Ghost Musketeer Zappies Ram Rider Goblin Giant

Shortest cycle

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

9 Fire Spirit The Log Minions Royal Ghost

Attack Synergies 0 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
Goblin Giant Ram Rider
Minions
Goblin Giant Ram Rider
Musketeer
Goblin Giant The Log Royal Ghost Ram Rider
Zappies
Goblin Giant Royal Ghost Ram Rider
Goblin Giant
Fire Spirit Minions Musketeer Zappies The Log
The Log
Musketeer Goblin Giant Ram Rider
Royal Ghost
Musketeer Zappies Ram Rider
Ram Rider
Fire Spirit Minions Musketeer Zappies The Log Royal Ghost

Defense Synergies 1 13

Fire Spirit
The Log
Minions
Musketeer Zappies Goblin Giant The Log Ram Rider
Musketeer
The Log Minions Zappies Royal Ghost Ram Rider
Zappies
Minions Musketeer The Log
Goblin Giant
Minions The Log
The Log
Musketeer Fire Spirit Minions Zappies Goblin Giant Royal Ghost Ram Rider
Royal Ghost
Musketeer The Log
Ram Rider
Minions Musketeer The Log

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.

Minions Musketeer Zappies Goblin Giant The Log Ram Rider
Minions Musketeer Zappies The Log Ram Rider
Ram Rider Fire Spirit Minions Musketeer Zappies
Minions Musketeer Zappies Ram Rider
The Log
The Log Fire Spirit Minions Musketeer Zappies Royal Ghost
Minions Musketeer Ram Rider Fire Spirit Zappies
Musketeer Goblin Giant The Log Ram Rider
Zappies Minions Musketeer
Fire Spirit Musketeer Zappies Royal Ghost
Minions Musketeer Zappies Goblin Giant The Log Royal Ghost Ram Rider
Minions Musketeer Zappies Ram Rider
Fire Spirit Minions Musketeer Zappies The Log Ram Rider
Fire Spirit Minions Zappies The Log Royal Ghost
Zappies Ram Rider
Zappies The Log Ram Rider
Minions Musketeer Zappies
Fire Spirit Minions Musketeer Zappies The Log Royal Ghost Ram Rider
The Log Fire Spirit Minions Musketeer Zappies Royal Ghost Ram Rider
Musketeer Zappies Ram Rider
Royal Ghost Fire Spirit Minions Musketeer Zappies Goblin Giant The Log

Counters to secondary win conditions

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

Zappies Royal Ghost
Musketeer The Log Royal Ghost
Zappies Minions Musketeer Goblin Giant The Log Ram Rider
Musketeer Zappies Goblin Giant The Log Ram Rider
Musketeer Zappies Goblin Giant Ram Rider
Fire Spirit Minions Musketeer Zappies Goblin Giant Ram Rider
Minions Musketeer Zappies Goblin Giant Ram Rider
Zappies Goblin Giant
Minions Zappies The Log
Musketeer Zappies Goblin Giant
Minions Musketeer Zappies
Goblin Giant The Log
Zappies Goblin Giant Ram Rider
Musketeer Zappies
Zappies Minions Musketeer Goblin Giant The Log
Minions Musketeer Zappies The Log Royal Ghost

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.)

Musketeer The Log Royal Ghost
Musketeer The Log Royal Ghost Ram Rider
Goblin Giant The Log
Musketeer The Log
Fire Spirit The Log
Fire Spirit Minions Musketeer Goblin Giant Ram Rider
Fire Spirit Musketeer The Log
The Log Fire Spirit Ram Rider
The Log Ram Rider
Fire Spirit Minions Musketeer
Musketeer The Log Ram Rider
Fire Spirit Musketeer
Fire Spirit Musketeer The Log
Minions Musketeer
Musketeer The Log
Musketeer The Log
Musketeer The Log
Minions
Fire Spirit Musketeer The Log
Fire Spirit The Log
Minions Musketeer The Log
Musketeer The Log
Musketeer The Log
The Log Fire Spirit
The Log Musketeer Royal Ghost Ram Rider
Musketeer The Log Ram Rider
Musketeer The Log
Fire Spirit Musketeer
Minions Musketeer Zappies
Musketeer The Log
Zappies
The Log
Fire Spirit Minions Musketeer Zappies
Fire Spirit Musketeer Zappies Ram Rider
The Log
Musketeer
The Log Musketeer
Musketeer
Minions Musketeer Zappies The Log
Musketeer Zappies
Musketeer Goblin Giant The Log Royal Ghost

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