My Best Clash Royale Deck

Deck Check Rating

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

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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Goblin Gang Wizard Three Musketeers Baby Dragon

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.

Giant Wizard Three Musketeers Baby Dragon

Offensive cards

Win conditions

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

Giant Three Musketeers

Damage spells

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

Rage

Punishments

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

Goblin Gang 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 Goblin Gang Giant Baby Dragon

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 Goblin Gang Giant Three Musketeers
Giant Snowball
Fire Spirit Minions Goblin Gang Three Musketeers Baby Dragon
Zap
Fire Spirit Minions Goblin Gang Three Musketeers
Barbarian Barrel
Fire Spirit Goblin Gang Wizard Three Musketeers
The Log
Fire Spirit Goblin Gang Three Musketeers
Earthquake
Goblin Gang
Arrows
Fire Spirit Minions Goblin Gang
Royal Delivery
Fire Spirit Minions Goblin Gang Wizard Three Musketeers Baby Dragon
Fireball
Minions Goblin Gang Wizard Three Musketeers Baby Dragon
Poison
Minions Goblin Gang Wizard Three Musketeers
Lightning
Wizard Three Musketeers Baby Dragon
Rocket
Wizard Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard Baby Dragon

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 Rage Baby Dragon

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 Goblin Gang Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Rage Minions Goblin Gang Baby Dragon Giant Wizard Three Musketeers

Shortest cycle

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

9 Fire Spirit Rage Minions Goblin Gang

Attack Synergies 3 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.

Fire Spirit
Giant Three Musketeers Baby Dragon
Minions
Giant Rage Baby Dragon
Goblin Gang
Giant Three Musketeers Baby Dragon
Giant
Minions Rage Fire Spirit Goblin Gang Wizard Three Musketeers Baby Dragon
Wizard
Giant Rage
Three Musketeers
Fire Spirit Goblin Gang Giant Rage
Rage
Minions Giant Wizard Three Musketeers
Baby Dragon
Fire Spirit Minions Goblin Gang Giant

Defense Synergies 0 1

Fire Spirit
Minions
Baby Dragon
Goblin Gang
Giant
Wizard
Three Musketeers
Rage
Baby Dragon
Minions

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 Wizard Baby Dragon
Minions Goblin Gang Three Musketeers
Goblin Gang Three Musketeers Fire Spirit Minions
Three Musketeers Minions Goblin Gang
Goblin Gang Fire Spirit Minions Baby Dragon
Minions Three Musketeers Fire Spirit Goblin Gang Wizard Baby Dragon
Baby Dragon
Three Musketeers Minions Goblin Gang
Goblin Gang Fire Spirit
Minions Goblin Gang Wizard Baby Dragon
Minions Three Musketeers Goblin Gang Wizard Baby Dragon
Fire Spirit Minions Goblin Gang Wizard Three Musketeers
Fire Spirit Wizard Three Musketeers Minions Goblin Gang Baby Dragon
Goblin Gang Three Musketeers
Goblin Gang Three Musketeers
Wizard Three Musketeers Minions Goblin Gang
Fire Spirit Minions Goblin Gang Wizard Three Musketeers Baby Dragon
Wizard Baby Dragon Fire Spirit Minions
Three Musketeers
Goblin Gang Wizard Fire Spirit Minions Baby Dragon

Counters to secondary win conditions

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

Goblin Gang
Goblin Gang Wizard Baby Dragon
Goblin Gang Minions
Goblin Gang
Goblin Gang Three Musketeers
Fire Spirit Wizard Minions Goblin Gang Three Musketeers Baby Dragon
Goblin Gang Minions
Minions Baby Dragon
Goblin Gang Three Musketeers
Minions
Goblin Gang Wizard Three Musketeers
Wizard Three Musketeers Baby Dragon
Goblin Gang Minions Three Musketeers Baby Dragon
Minions Wizard Baby Dragon

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.)

Baby Dragon
Baby Dragon
Baby Dragon
Wizard Fire Spirit Baby Dragon
Wizard Fire Spirit Minions Baby Dragon
Fire Spirit Wizard Baby Dragon
Fire Spirit Wizard Baby Dragon
Wizard
Fire Spirit Minions Goblin Gang Three Musketeers
Wizard
Fire Spirit Wizard Baby Dragon
Fire Spirit Three Musketeers Baby Dragon
Minions Baby Dragon
Baby Dragon
Wizard Three Musketeers Baby Dragon
Wizard Three Musketeers Baby Dragon
Three Musketeers
Minions
Fire Spirit Wizard Three Musketeers Baby Dragon
Fire Spirit Wizard Baby Dragon
Minions Baby Dragon
Wizard
Baby Dragon
Fire Spirit Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Baby Dragon
Fire Spirit Wizard Baby Dragon
Minions Wizard
Wizard
Wizard
Fire Spirit Minions Goblin Gang
Fire Spirit Wizard Three Musketeers Baby Dragon
Goblin Gang Wizard Three Musketeers Baby Dragon
Wizard Baby Dragon
Three Musketeers
Minions Goblin Gang Baby Dragon
Baby Dragon
Wizard

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