My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Ice Golem 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 Royal Recruits Ice Golem Musketeer

Offensive cards

Win conditions

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

Mortar

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.

Mortar Royal Recruits

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.

Electro Spirit Fire Spirit Ice Spirit Mortar Royal Recruits Ice Golem

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.

Electro 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
Royal Recruits
Giant Snowball
Fire Spirit Royal Recruits Musketeer
Zap
Fire Spirit Mortar
Barbarian Barrel
Electro Spirit Fire Spirit Ice Spirit Mortar Royal Recruits Musketeer
The Log
Electro Spirit Fire Spirit Ice Spirit Royal Recruits Musketeer
Earthquake
Mortar
Arrows
Electro Spirit Fire Spirit Ice Spirit Royal Recruits
Royal Delivery
Electro Spirit Fire Spirit Ice Spirit Royal Recruits Musketeer
Fireball
Mortar Musketeer
Poison
Mortar Royal Recruits Musketeer
Lightning
Mortar Ice Golem Musketeer
Rocket
Mortar Musketeer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Mortar Ice Golem

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.

Electro Spirit Fire Spirit Ice Spirit Royal Recruits Ice Golem Rage

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 Ice Golem 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Ice Spirit Ice Golem Rage Mortar Musketeer Royal Recruits

Shortest cycle

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

5 Electro Spirit Fire Spirit Ice Spirit Ice Golem

Attack Synergies 1 10

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.

Electro Spirit
Fire Spirit
Mortar Royal Recruits Ice Golem
Ice Spirit
Mortar Royal Recruits Musketeer
Mortar
Fire Spirit Ice Spirit Ice Golem Musketeer
Royal Recruits
Fire Spirit Ice Spirit Ice Golem Musketeer
Ice Golem
Musketeer Fire Spirit Mortar Royal Recruits
Musketeer
Ice Golem Ice Spirit Mortar Royal Recruits
Rage

Defense Synergies 2 8

Electro Spirit
Fire Spirit
Ice Spirit Royal Recruits Ice Golem
Ice Spirit
Musketeer Fire Spirit Mortar Royal Recruits Ice Golem
Mortar
Ice Spirit Ice Golem Musketeer
Royal Recruits
Fire Spirit Ice Spirit
Ice Golem
Musketeer Fire Spirit Ice Spirit Mortar
Musketeer
Ice Spirit Ice Golem Mortar
Rage

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.

Mortar Royal Recruits Ice Golem Musketeer
Ice Spirit Mortar Royal Recruits Musketeer
Mortar Fire Spirit Royal Recruits Musketeer
Royal Recruits Mortar Musketeer
Royal Recruits
Electro Spirit Fire Spirit Musketeer
Musketeer Electro Spirit Fire Spirit Ice Spirit Mortar
Electro Spirit Royal Recruits Ice Golem Musketeer
Mortar Royal Recruits Musketeer
Fire Spirit Ice Spirit Royal Recruits Ice Golem Musketeer
Electro Spirit Royal Recruits Ice Golem Musketeer
Musketeer
Mortar Royal Recruits Fire Spirit Ice Spirit Musketeer
Fire Spirit Electro Spirit Ice Spirit Mortar Royal Recruits
Royal Recruits Mortar
Ice Spirit Mortar Royal Recruits
Mortar Royal Recruits Musketeer
Fire Spirit Ice Spirit Mortar Electro Spirit Royal Recruits Musketeer
Mortar Electro Spirit Fire Spirit Ice Spirit Royal Recruits Ice Golem Musketeer
Mortar Royal Recruits Musketeer
Royal Recruits Electro Spirit Fire Spirit Musketeer

Counters to secondary win conditions

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

Royal Recruits Ice Golem
Mortar Ice Golem Musketeer
Royal Recruits Ice Spirit Ice Golem Musketeer
Royal Recruits Ice Golem Musketeer
Royal Recruits Musketeer
Fire Spirit Electro Spirit Ice Spirit Ice Golem Musketeer
Royal Recruits Ice Golem Musketeer
Royal Recruits
Royal Recruits Electro Spirit Ice Spirit Mortar Ice Golem
Royal Recruits Musketeer
Royal Recruits Musketeer
Royal Recruits
Royal Recruits Ice Golem
Royal Recruits Musketeer
Royal Recruits Electro Spirit Ice Spirit Mortar Ice Golem Musketeer
Electro Spirit Royal Recruits Ice Golem Musketeer
Electro Spirit Mortar

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.)

Mortar Royal Recruits Ice Golem Musketeer
Mortar Musketeer
Royal Recruits Ice Golem Musketeer
Fire Spirit Mortar
Electro Spirit Fire Spirit Ice Spirit Ice Golem Musketeer
Fire Spirit Mortar Musketeer
Fire Spirit Ice Spirit Ice Golem
Mortar
Fire Spirit Musketeer
Mortar Royal Recruits Musketeer
Fire Spirit Musketeer
Fire Spirit Mortar Ice Golem Musketeer
Mortar Musketeer
Mortar Ice Golem Musketeer
Mortar Musketeer
Mortar Royal Recruits Musketeer
Mortar
Fire Spirit Mortar Musketeer
Fire Spirit Mortar
Musketeer
Musketeer
Mortar Royal Recruits Musketeer
Ice Golem Electro Spirit Fire Spirit Ice Spirit Mortar
Mortar Musketeer
Mortar Musketeer
Mortar Musketeer
Fire Spirit Ice Golem Musketeer
Electro Spirit Ice Spirit Musketeer
Mortar Musketeer
Electro Spirit Ice Spirit
Electro Spirit Fire Spirit Ice Spirit Royal Recruits Musketeer
Fire Spirit Musketeer
Musketeer
Mortar Ice Golem Musketeer
Royal Recruits Musketeer
Electro Spirit Ice Spirit Royal Recruits Musketeer
Musketeer
Mortar Royal Recruits Musketeer
Mortar

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