My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
F2P score
Bad

1 problems Why?

Deck tips

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

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

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.

Musketeer Mighty Miner

Offensive cards

Win conditions

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

Mortar Wall Breakers

Damage spells

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

Fireball The Log

Punishments

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

Mortar Wall Breakers

Pump responses

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

Fireball

Dropped at the bridge

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

Electro Spirit Mortar Wall Breakers Mighty Miner

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 Mighty Miner

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
Wall Breakers Guards Mighty Miner
Giant Snowball
Musketeer Wall Breakers Guards Mighty Miner
Zap
Mortar Wall Breakers Guards Mighty Miner
Barbarian Barrel
Electro Spirit Mortar Musketeer Wall Breakers Guards
The Log
Electro Spirit Musketeer Wall Breakers Guards
Earthquake
Mortar Guards
Arrows
Electro Spirit Wall Breakers Guards
Royal Delivery
Electro Spirit Musketeer Wall Breakers Guards
Fireball
Mortar Musketeer Wall Breakers Mighty Miner
Poison
Mortar Musketeer Guards
Lightning
Mortar Musketeer Mighty Miner
Rocket
Mortar Musketeer Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Mortar Fireball The Log

Ladder info

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 Guards Mighty Miner

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Wall Breakers The Log Guards Mortar Fireball Musketeer Mighty Miner

Shortest cycle

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

8 Electro Spirit Wall Breakers The Log Guards

Attack Synergies 0 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
Fireball Wall Breakers
Mortar
Fireball Musketeer The Log
Fireball
Electro Spirit Mortar Wall Breakers The Log
Musketeer
Mortar The Log
Wall Breakers
Electro Spirit Fireball The Log
Guards
The Log
The Log
Mortar Fireball Musketeer Wall Breakers Guards
Mighty Miner

Defense Synergies 3 7

Electro Spirit
The Log
Mortar
Fireball Musketeer Guards The Log
Fireball
The Log Mortar Musketeer
Musketeer
Guards The Log Mortar Fireball
Wall Breakers
Guards
Musketeer Mortar The Log
The Log
Fireball Musketeer Electro Spirit Mortar Guards
Mighty Miner

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 Fireball Musketeer The Log
Mortar Musketeer The Log
Mortar Musketeer
Mortar Musketeer Guards
Fireball The Log
Fireball The Log Electro Spirit Musketeer Guards
Musketeer Electro Spirit Mortar Fireball
Electro Spirit Fireball Musketeer The Log
Mighty Miner Mortar Musketeer
Guards Musketeer
Guards Electro Spirit Fireball Musketeer The Log
Musketeer Fireball
Mortar Fireball Musketeer Guards The Log
Fireball Electro Spirit Mortar Guards The Log
Mortar
Mortar Fireball The Log
Mortar Fireball Musketeer
Mortar Fireball Electro Spirit Musketeer Guards The Log
Mortar The Log Electro Spirit Fireball Musketeer Guards
Mortar Musketeer
Electro Spirit Fireball Musketeer Guards The Log

Counters to secondary win conditions

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

Guards Fireball
Fireball Mortar Musketeer The Log
Guards Musketeer The Log
Guards Fireball Musketeer The Log
Musketeer Guards Mighty Miner
Fireball Electro Spirit Musketeer
Guards Fireball Musketeer
Mighty Miner
Electro Spirit Mortar Fireball The Log
Musketeer Guards
Musketeer Guards
Fireball Guards The Log
Fireball Guards
Fireball Musketeer
Guards Electro Spirit Mortar Fireball Musketeer The Log Mighty Miner
Electro Spirit Fireball Musketeer The Log Mighty Miner
Mortar Fireball

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.)

Fireball Mortar Musketeer Guards The Log
Mortar Fireball Musketeer The Log
Fireball The Log
Fireball Musketeer Guards The Log
Fireball Mortar The Log
Fireball Electro Spirit Musketeer
Mortar Musketeer The Log
Fireball The Log
Fireball The Log Mortar
Fireball Musketeer Guards
Mortar Fireball Musketeer The Log
Fireball Musketeer
Mortar Fireball Musketeer The Log
Mortar Fireball Musketeer
Mortar Fireball Musketeer The Log
Mortar Fireball Musketeer The Log
Mortar Fireball Musketeer The Log
Mortar Fireball
Mortar Fireball Musketeer The Log
Mortar Fireball The Log
Fireball Musketeer The Log
Fireball
Musketeer The Log
Mortar Fireball Musketeer The Log
The Log Electro Spirit Mortar Fireball
Mortar Fireball The Log Musketeer
Fireball Mortar Musketeer The Log
Fireball Mortar Musketeer The Log
Fireball Musketeer
Electro Spirit Fireball Musketeer Guards
Fireball
Mortar Fireball Musketeer The Log
Electro Spirit Fireball
Mighty Miner
Fireball The Log
Electro Spirit Fireball Musketeer Guards
Fireball Musketeer
The Log Fireball
Fireball Musketeer
The Log Mortar Fireball Musketeer
Fireball
Musketeer
Electro Spirit Fireball Musketeer Guards The Log
Fireball Musketeer
Mortar Fireball Musketeer The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: