My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Goblin Machine

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Musketeer

Defensive buildings

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

Cannon

Investments

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

Skeletons Ice Spirit Suspicious Bush Musketeer

Offensive cards

Win conditions

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

Missing

Damage spells

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

Earthquake The Log

Pump responses

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

Earthquake

Dropped at the bridge

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

Fire Spirit Ice Spirit

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
Skeletons
Giant Snowball
Skeletons Fire Spirit Cannon Musketeer
Zap
Skeletons Fire Spirit Cannon
Barbarian Barrel
Skeletons Fire Spirit Ice Spirit Cannon Musketeer
The Log
Skeletons Fire Spirit Ice Spirit Cannon Suspicious Bush Musketeer
Earthquake
Skeletons Cannon
Arrows
Skeletons Fire Spirit Ice Spirit Suspicious Bush
Royal Delivery
Skeletons Fire Spirit Ice Spirit Musketeer
Fireball
Cannon Suspicious Bush Musketeer
Poison
Cannon Suspicious Bush Musketeer
Lightning
Cannon Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Earthquake 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.

Fire Spirit Ice Spirit Suspicious Bush

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 Ice Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Ice Spirit Suspicious Bush The Log Cannon Earthquake Musketeer

Shortest cycle

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

5 Skeletons Fire Spirit Ice Spirit Suspicious Bush

Attack Synergies 0 3

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.

Skeletons
Fire Spirit
Ice Spirit
Musketeer
Cannon
Suspicious Bush
Earthquake
The Log
Musketeer
Ice Spirit The Log
The Log
Earthquake Musketeer

Defense Synergies 6 11

Skeletons
Cannon Musketeer Fire Spirit Ice Spirit Earthquake The Log
Fire Spirit
Skeletons Ice Spirit The Log
Ice Spirit
Musketeer Skeletons Fire Spirit Cannon Earthquake The Log
Cannon
Skeletons Musketeer The Log Ice Spirit Earthquake
Suspicious Bush
Earthquake
Skeletons Ice Spirit Cannon The Log
Musketeer
Skeletons Ice Spirit Cannon The Log
The Log
Cannon Musketeer Skeletons Fire Spirit Ice Spirit Earthquake

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 Cannon Musketeer The Log
Skeletons Ice Spirit Cannon Musketeer The Log
Cannon Skeletons Fire Spirit Musketeer
Cannon Skeletons Musketeer
Earthquake The Log
The Log Skeletons Fire Spirit Cannon Earthquake Musketeer
Musketeer Fire Spirit Ice Spirit Cannon
Earthquake Cannon Musketeer The Log
Cannon Skeletons Musketeer
Skeletons Fire Spirit Ice Spirit Cannon Musketeer
Skeletons Cannon Earthquake Musketeer The Log
Musketeer
Cannon Skeletons Fire Spirit Ice Spirit Earthquake Musketeer The Log
Fire Spirit Ice Spirit Cannon Earthquake The Log
Cannon
Ice Spirit Cannon The Log
Skeletons Cannon Musketeer
Fire Spirit Ice Spirit Cannon Musketeer The Log
Earthquake The Log Fire Spirit Ice Spirit Cannon Musketeer
Cannon Musketeer
Fire Spirit Cannon Earthquake Musketeer The Log
Cannon

Counters to secondary win conditions

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

Skeletons
Musketeer The Log
Skeletons Ice Spirit Musketeer The Log
Musketeer The Log
Skeletons Cannon Musketeer
Fire Spirit Skeletons Ice Spirit Musketeer
Skeletons Musketeer
Skeletons Ice Spirit The Log
Skeletons Cannon Musketeer
Musketeer
The Log
Skeletons Cannon
Cannon Musketeer
Skeletons Ice Spirit Musketeer The Log
Cannon Earthquake Musketeer The Log
Cannon

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 Musketeer The Log
Musketeer The Log
Earthquake The Log
Earthquake Musketeer The Log
Fire Spirit Earthquake The Log
Fire Spirit Ice Spirit Musketeer
Fire Spirit Earthquake Musketeer The Log
Earthquake The Log Fire Spirit Ice Spirit
The Log
Fire Spirit Musketeer
Earthquake Musketeer The Log
Fire Spirit Musketeer
Earthquake Fire Spirit Musketeer The Log
Earthquake Musketeer
Earthquake Musketeer The Log
Earthquake Musketeer The Log
Earthquake Musketeer The Log
Earthquake
Fire Spirit Earthquake Musketeer The Log
Fire Spirit Earthquake The Log
Earthquake Musketeer The Log
Musketeer The Log
Earthquake Musketeer The Log
Earthquake The Log Fire Spirit Ice Spirit
The Log Earthquake Musketeer
Musketeer The Log
Musketeer The Log
Fire Spirit Musketeer
Ice Spirit Musketeer
Earthquake Musketeer The Log
Ice Spirit
Earthquake The Log
Earthquake Fire Spirit Ice Spirit Musketeer
Fire Spirit Musketeer
The Log
Musketeer
The Log Earthquake Musketeer
Musketeer
Ice Spirit Musketeer The Log
Musketeer
Musketeer The Log

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