My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 Three Musketeers Inferno 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.

Three Musketeers Inferno Dragon Mega Knight Golden Knight

Offensive cards

Win conditions

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

Three Musketeers Miner

Damage spells

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

Earthquake

Punishments

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

Miner Mega Knight Golden Knight

Pump responses

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

Earthquake Miner

Dropped at the bridge

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

Fire Spirit Goblins Mega Knight

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.

Miner Golden Knight

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
Three Musketeers Miner Inferno Dragon
Giant Snowball
Fire Spirit Goblins Three Musketeers Miner Inferno Dragon
Zap
Fire Spirit Goblins Three Musketeers Inferno Dragon
Barbarian Barrel
Fire Spirit Goblins Three Musketeers
The Log
Fire Spirit Goblins Three Musketeers
Earthquake
Arrows
Fire Spirit Goblins
Royal Delivery
Fire Spirit Goblins Three Musketeers Miner Inferno Dragon
Fireball
Three Musketeers Inferno Dragon
Poison
Three Musketeers
Lightning
Three Musketeers Inferno Dragon
Rocket
Three Musketeers Inferno Dragon

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 Earthquake Mega Knight

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 Miner Inferno Dragon Mega Knight

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 Goblins 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Goblins Earthquake Miner Inferno Dragon Golden Knight Mega Knight Three Musketeers

Shortest cycle

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

9 Fire Spirit Goblins Earthquake Miner

Attack Synergies 3 8

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
Miner Three Musketeers Inferno Dragon
Goblins
Miner
Earthquake
Mega Knight
Three Musketeers
Fire Spirit Miner Golden Knight
Miner
Fire Spirit Goblins Three Musketeers Inferno Dragon Mega Knight Golden Knight
Inferno Dragon
Mega Knight Fire Spirit Miner
Mega Knight
Inferno Dragon Earthquake Miner
Golden Knight
Three Musketeers Miner

Defense Synergies 0 4

Fire Spirit
Golden Knight
Goblins
Earthquake
Mega Knight
Three Musketeers
Miner
Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Earthquake Miner Inferno Dragon
Golden Knight
Fire Spirit

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.

Earthquake Golden Knight
Inferno Dragon Goblins Three Musketeers Mega Knight
Three Musketeers Mega Knight Fire Spirit Goblins Inferno Dragon
Three Musketeers Inferno Dragon Goblins Mega Knight
Earthquake Mega Knight
Fire Spirit Goblins Earthquake Mega Knight
Three Musketeers Inferno Dragon Fire Spirit
Earthquake Mega Knight Golden Knight
Three Musketeers Inferno Dragon Goblins
Fire Spirit Goblins Miner Mega Knight
Goblins Earthquake Mega Knight
Three Musketeers Inferno Dragon
Mega Knight Fire Spirit Earthquake Three Musketeers
Fire Spirit Three Musketeers Mega Knight Goblins Earthquake Golden Knight
Inferno Dragon Three Musketeers Mega Knight
Three Musketeers Inferno Dragon Mega Knight
Three Musketeers Mega Knight Goblins
Fire Spirit Mega Knight Goblins Three Musketeers Golden Knight
Earthquake Fire Spirit Inferno Dragon Mega Knight
Three Musketeers Inferno Dragon
Mega Knight Fire Spirit Goblins Earthquake
Inferno Dragon

Counters to secondary win conditions

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

Mega Knight Goblins
Miner Inferno Dragon Mega Knight
Mega Knight Goblins Golden Knight
Mega Knight
Three Musketeers Inferno Dragon Mega Knight
Fire Spirit Three Musketeers
Goblins
Mega Knight Inferno Dragon
Mega Knight Goblins Inferno Dragon
Three Musketeers Inferno Dragon
Inferno Dragon Mega Knight Golden Knight
Mega Knight
Mega Knight Three Musketeers Golden Knight
Three Musketeers Mega Knight
Goblins Three Musketeers Inferno Dragon Golden Knight
Mega Knight Earthquake Inferno Dragon Golden Knight

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.)

Earthquake Golden Knight
Miner Golden Knight
Earthquake Miner
Earthquake
Fire Spirit Earthquake Mega Knight
Fire Spirit
Fire Spirit Earthquake
Earthquake Fire Spirit
Miner Golden Knight
Fire Spirit Goblins Three Musketeers
Miner Earthquake Golden Knight
Fire Spirit
Earthquake Fire Spirit Three Musketeers Miner Golden Knight
Earthquake
Earthquake
Earthquake Three Musketeers Golden Knight
Earthquake Three Musketeers Mega Knight
Earthquake Three Musketeers
Fire Spirit Earthquake Three Musketeers Mega Knight
Fire Spirit Earthquake Miner Mega Knight Golden Knight
Earthquake Mega Knight
Earthquake
Earthquake Fire Spirit Mega Knight
Inferno Dragon
Miner Earthquake Golden Knight
Miner Mega Knight Golden Knight
Miner Golden Knight
Fire Spirit
Earthquake Miner Mega Knight
Mega Knight
Earthquake
Earthquake Fire Spirit
Fire Spirit Three Musketeers
Miner Three Musketeers Mega Knight
Earthquake
Three Musketeers Mega Knight
Golden Knight
Miner Mega Knight Golden Knight
Inferno Dragon
Mega Knight

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