My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Firecracker 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.

Knight Firecracker Three Musketeers

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Arrows Rocket

Pump responses

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

Rocket

Dropped at the bridge

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

Fire Spirit 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.

Firecracker

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 Guards Clone
Giant Snowball
Fire Spirit Three Musketeers Guards Clone
Zap
Fire Spirit Firecracker Three Musketeers Guards Clone
Barbarian Barrel
Fire Spirit Knight Firecracker Three Musketeers Guards Clone
The Log
Fire Spirit Firecracker Three Musketeers Guards Clone
Earthquake
Firecracker Guards Clone
Arrows
Fire Spirit Firecracker Guards Clone
Royal Delivery
Fire Spirit Knight Firecracker Three Musketeers Guards Clone
Fireball
Firecracker Three Musketeers Clone
Poison
Firecracker Three Musketeers Guards Clone
Lightning
Knight Three Musketeers
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Firecracker Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Firecracker Rocket

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 Arrows Knight Rocket Guards Clone

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 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Arrows Knight Firecracker Guards Clone Rocket Three Musketeers

Shortest cycle

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

10 Fire Spirit Arrows Knight Firecracker

Attack Synergies 2 7

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
Knight Three Musketeers
Arrows
Knight
Knight
Firecracker Three Musketeers Fire Spirit Arrows
Firecracker
Knight Three Musketeers
Rocket
Three Musketeers
Knight Fire Spirit Firecracker Guards Clone
Guards
Three Musketeers Clone
Clone
Three Musketeers Guards

Defense Synergies 2 4

Fire Spirit
Knight Firecracker
Arrows
Knight
Knight
Fire Spirit Firecracker Arrows Three Musketeers
Firecracker
Knight Fire Spirit Guards
Rocket
Three Musketeers
Knight
Guards
Firecracker
Clone

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.

Rocket Knight Firecracker
Knight Firecracker Three Musketeers
Rocket Three Musketeers Fire Spirit Knight
Three Musketeers Knight Firecracker Guards
Arrows Firecracker Rocket
Arrows Fire Spirit Firecracker Guards
Rocket Three Musketeers Fire Spirit Arrows Firecracker
Rocket Arrows
Three Musketeers
Knight Guards Fire Spirit Firecracker
Guards Arrows Knight Firecracker
Arrows Three Musketeers Firecracker
Fire Spirit Knight Rocket Three Musketeers Guards
Fire Spirit Rocket Three Musketeers Arrows Firecracker Guards
Knight Three Musketeers
Rocket Three Musketeers
Three Musketeers Arrows Knight Firecracker
Fire Spirit Arrows Knight Firecracker Three Musketeers Guards
Arrows Fire Spirit Knight Firecracker Guards
Three Musketeers
Fire Spirit Arrows Knight Firecracker Guards

Counters to secondary win conditions

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

Knight Guards
Arrows Knight Firecracker Rocket
Guards Knight Rocket
Rocket Guards Knight
Knight Three Musketeers Guards
Fire Spirit Arrows Firecracker Rocket Three Musketeers
Rocket Guards Knight
Knight
Rocket Knight Firecracker
Three Musketeers Guards
Knight Guards
Rocket Arrows Guards
Rocket Knight Three Musketeers Guards
Firecracker Three Musketeers
Guards Knight Firecracker Rocket Three Musketeers
Arrows Firecracker
Arrows

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.)

Arrows Knight Firecracker Rocket Guards
Arrows Firecracker
Rocket Arrows
Arrows Knight Firecracker Rocket Guards
Rocket Fire Spirit Arrows Firecracker
Arrows Firecracker Fire Spirit Rocket
Fire Spirit Arrows Firecracker
Arrows Fire Spirit Firecracker
Arrows Firecracker
Rocket Fire Spirit Three Musketeers Guards
Firecracker Rocket Arrows Knight
Fire Spirit Arrows Firecracker Rocket
Rocket Fire Spirit Knight Firecracker Three Musketeers
Arrows Firecracker Rocket
Arrows Firecracker
Rocket Arrows Firecracker Three Musketeers
Arrows Firecracker Rocket Three Musketeers
Arrows Rocket Three Musketeers
Rocket
Rocket Fire Spirit Arrows Firecracker Three Musketeers
Rocket Fire Spirit Arrows Firecracker
Rocket
Rocket Arrows
Rocket
Rocket Arrows
Arrows Firecracker Fire Spirit
Arrows Firecracker
Arrows
Rocket Arrows Firecracker
Fire Spirit Arrows Firecracker
Rocket Firecracker Guards
Arrows Rocket
Rocket Arrows Firecracker
Rocket Arrows Firecracker
Fire Spirit Rocket Guards
Rocket Fire Spirit Arrows Firecracker Three Musketeers
Arrows
Knight Firecracker Rocket Three Musketeers
Arrows Firecracker
Rocket Arrows
Firecracker Three Musketeers
Firecracker Rocket Guards
Firecracker Rocket
Firecracker Rocket
Firecracker Rocket

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