My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Bats Goblin Gang Minion Horde Wizard Three Musketeers

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.

Bats Giant Wizard Three Musketeers

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.

Zap

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 Minion Horde Giant

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 Goblin Gang Minion Horde Giant Three Musketeers
Giant Snowball
Fire Spirit Bats Goblin Gang Minion Horde Three Musketeers
Zap
Fire Spirit Bats Goblin Gang Minion Horde 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 Bats Goblin Gang Minion Horde
Royal Delivery
Fire Spirit Bats Goblin Gang Minion Horde Wizard Three Musketeers
Fireball
Goblin Gang Minion Horde Wizard Three Musketeers
Poison
Bats Goblin Gang Minion Horde Wizard Three Musketeers
Lightning
Wizard Three Musketeers
Rocket
Minion Horde Wizard Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard

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

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 Goblin Gang Minion Horde 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.

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 Goblin Gang Minion Horde Giant Wizard Three Musketeers

Shortest cycle

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

8 Fire Spirit Bats Zap Goblin Gang

Attack Synergies 2 11

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 Giant Three Musketeers
Bats
Giant Zap
Zap
Giant Fire Spirit Bats Minion Horde Three Musketeers
Goblin Gang
Giant Three Musketeers
Minion Horde
Zap Giant
Giant
Bats Zap Fire Spirit Goblin Gang Minion Horde Wizard Three Musketeers
Wizard
Giant
Three Musketeers
Fire Spirit Zap Goblin Gang Giant

Defense Synergies 0 5

Fire Spirit
Zap
Bats
Zap
Zap
Fire Spirit Bats Goblin Gang Minion Horde Three Musketeers
Goblin Gang
Zap
Minion Horde
Zap
Giant
Wizard
Three Musketeers
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 Minion Horde Wizard
Minion Horde Bats Zap Goblin Gang Three Musketeers
Goblin Gang Minion Horde Three Musketeers Fire Spirit Bats
Minion Horde Three Musketeers Bats Goblin Gang
Goblin Gang Fire Spirit Bats Zap
Bats Minion Horde Three Musketeers Fire Spirit Zap Goblin Gang Wizard
Zap
Minion Horde Three Musketeers Goblin Gang
Goblin Gang Fire Spirit Minion Horde
Bats Goblin Gang Minion Horde Zap Wizard
Minion Horde Three Musketeers Bats Zap Goblin Gang Wizard
Minion Horde Fire Spirit Bats Zap Goblin Gang Wizard Three Musketeers
Fire Spirit Wizard Three Musketeers Bats Zap Goblin Gang Minion Horde
Goblin Gang Minion Horde Three Musketeers
Minion Horde Zap Goblin Gang Three Musketeers
Minion Horde Wizard Three Musketeers Bats Goblin Gang
Fire Spirit Bats Zap Goblin Gang Minion Horde Wizard Three Musketeers
Zap Wizard Fire Spirit Bats
Three Musketeers
Goblin Gang Wizard Fire Spirit Bats Minion Horde

Counters to secondary win conditions

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

Goblin Gang Zap
Zap Goblin Gang Wizard
Goblin Gang Bats Zap Minion Horde
Goblin Gang Bats Zap Minion Horde
Goblin Gang Minion Horde Three Musketeers
Fire Spirit Wizard Bats Zap Goblin Gang Minion Horde Three Musketeers
Goblin Gang Bats Minion Horde
Minion Horde
Zap Minion Horde Bats
Goblin Gang Minion Horde Three Musketeers
Bats Minion Horde
Zap
Goblin Gang Minion Horde Wizard Three Musketeers
Wizard Minion Horde Three Musketeers
Goblin Gang Bats Zap Minion Horde Three Musketeers
Bats Zap Minion Horde Wizard
Zap

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.)

Minion Horde
Zap
Minion Horde
Wizard Fire Spirit Zap Minion Horde
Wizard Fire Spirit Bats Zap Minion Horde
Fire Spirit Minion Horde Wizard
Fire Spirit Zap Wizard
Zap Wizard
Fire Spirit Bats Goblin Gang Minion Horde Three Musketeers
Zap Minion Horde Wizard
Fire Spirit Zap Wizard
Fire Spirit Three Musketeers
Minion Horde
Zap
Zap Minion Horde Wizard Three Musketeers
Minion Horde Wizard Three Musketeers
Three Musketeers
Bats Minion Horde
Fire Spirit Zap Wizard Three Musketeers
Fire Spirit Zap Wizard
Minion Horde
Wizard
Zap Minion Horde
Zap Fire Spirit Wizard
Minion Horde
Zap Wizard
Zap Wizard
Zap
Fire Spirit Bats Zap Minion Horde Wizard
Zap Bats Minion Horde Wizard
Minion Horde
Zap Minion Horde Wizard
Zap Minion Horde
Minion Horde
Wizard
Zap Minion Horde Fire Spirit Bats Goblin Gang
Fire Spirit Zap Wizard Three Musketeers
Goblin Gang Minion Horde Wizard Three Musketeers
Zap Wizard
Zap
Minion Horde Three Musketeers
Zap Bats Goblin Gang Minion Horde
Bats Zap
Zap
Wizard

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