My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Musketeer

Defensive buildings

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

Mortar

Investments

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

Ice Spirit Knight Musketeer

Offensive cards

Win conditions

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

Mortar Goblin Barrel

Damage spells

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

Fireball The Log

Punishments

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

Mortar Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Ice Spirit Knight Mortar

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.

Goblin Barrel

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
Goblin Barrel Guards
Giant Snowball
Musketeer Goblin Barrel Guards
Zap
Mortar Goblin Barrel Guards
Barbarian Barrel
Ice Spirit Knight Mortar Musketeer Goblin Barrel Guards
The Log
Ice Spirit Musketeer Goblin Barrel Guards
Earthquake
Mortar Goblin Barrel Guards
Arrows
Ice Spirit Goblin Barrel Guards
Royal Delivery
Ice Spirit Knight Musketeer Goblin Barrel Guards
Fireball
Mortar Musketeer Goblin Barrel
Poison
Mortar Musketeer Guards
Lightning
Knight Mortar Musketeer
Rocket
Mortar Musketeer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Mortar Fireball 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.

Ice Spirit Knight Guards

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.

Fireball Goblin Barrel

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.

Ice Spirit Fireball Musketeer Goblin Barrel

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit The Log Knight Goblin Barrel Guards Mortar Fireball Musketeer

Shortest cycle

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

9 Ice Spirit The Log Knight Goblin Barrel

Attack Synergies 5 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.

Ice Spirit
Knight Goblin Barrel Mortar Musketeer Guards
Knight
Ice Spirit Mortar Musketeer Goblin Barrel Fireball The Log
Mortar
Knight Ice Spirit Fireball Musketeer The Log
Fireball
Knight Mortar The Log
Musketeer
Knight Ice Spirit Mortar The Log
Goblin Barrel
Ice Spirit Knight Guards
Guards
Ice Spirit Goblin Barrel The Log
The Log
Knight Mortar Fireball Musketeer Guards

Defense Synergies 5 14

Ice Spirit
Musketeer Knight Mortar Fireball Guards The Log
Knight
Musketeer Ice Spirit Mortar Fireball The Log
Mortar
Ice Spirit Knight Fireball Musketeer Guards The Log
Fireball
The Log Ice Spirit Knight Mortar Musketeer
Musketeer
Ice Spirit Knight Guards The Log Mortar Fireball
Goblin Barrel
Guards
Musketeer Ice Spirit Mortar The Log
The Log
Fireball Musketeer Ice Spirit Knight Mortar Guards

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.

Knight Mortar Fireball Musketeer The Log
Ice Spirit Knight Mortar Musketeer The Log
Mortar Knight Musketeer
Knight Mortar Musketeer Guards
Fireball The Log
Fireball The Log Musketeer Guards
Musketeer Ice Spirit Mortar Fireball
Fireball Musketeer The Log
Mortar Musketeer
Knight Guards Ice Spirit Musketeer
Guards Knight Fireball Musketeer The Log
Musketeer Fireball
Mortar Ice Spirit Knight Fireball Musketeer Guards The Log
Fireball Ice Spirit Mortar Guards The Log
Knight Mortar
Ice Spirit Mortar Fireball The Log
Knight Mortar Fireball Musketeer
Ice Spirit Mortar Fireball Knight Musketeer Guards The Log
Mortar The Log Ice Spirit Knight Fireball Musketeer Guards
Mortar Musketeer
Knight Fireball Musketeer Guards The Log

Counters to secondary win conditions

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

Knight Guards Fireball
Fireball Knight Mortar Musketeer The Log
Guards Ice Spirit Knight Musketeer The Log
Guards Knight Fireball Musketeer The Log
Knight Musketeer Guards
Fireball Ice Spirit Musketeer
Guards Knight Fireball Musketeer
Knight
Ice Spirit Knight Mortar Fireball The Log
Musketeer Guards
Knight Musketeer Guards
Fireball Guards The Log
Knight Fireball Guards
Fireball Musketeer
Guards Ice Spirit Knight Mortar Fireball Musketeer The Log
Fireball Musketeer The Log
Mortar Fireball

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.)

Fireball Knight Mortar Musketeer Guards The Log
Mortar Fireball Musketeer The Log
Fireball The Log
Knight Fireball Musketeer Guards The Log
Fireball Mortar The Log
Fireball Ice Spirit Musketeer
Mortar Musketeer The Log
Fireball The Log Ice Spirit
Fireball The Log Mortar
Fireball Musketeer Guards
Knight Mortar Fireball Musketeer The Log
Fireball Musketeer
Knight Mortar Fireball Musketeer The Log
Mortar Fireball Musketeer
Mortar Fireball Musketeer The Log
Mortar Fireball Musketeer The Log
Mortar Fireball Musketeer The Log
Mortar Fireball
Mortar Fireball Musketeer The Log
Mortar Fireball The Log
Fireball Musketeer The Log
Fireball
Musketeer The Log
Mortar Fireball Musketeer The Log
The Log Ice Spirit Mortar Fireball
Mortar Fireball The Log Musketeer
Fireball Mortar Musketeer The Log
Fireball Mortar Musketeer The Log
Fireball Musketeer
Ice Spirit Fireball Musketeer Guards
Fireball
Mortar Fireball Musketeer The Log
Ice Spirit Fireball
Fireball The Log
Ice Spirit Fireball Musketeer Guards
Fireball Musketeer
The Log Fireball
Fireball Knight Musketeer
The Log Mortar Fireball Musketeer
Fireball
Musketeer
Ice Spirit Fireball Musketeer Guards The Log
Fireball Musketeer
Mortar Fireball Musketeer The Log
Fireball Mortar

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