My Best Clash Royale Deck

Deck Check Rating

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

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 Musketeer Wizard Goblin Giant Magic Archer

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.

Musketeer Wizard Goblin Giant Magic Archer

Offensive cards

Win conditions

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

Wall Breakers Goblin Giant

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.

Wall Breakers Goblin Giant

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 Heal Spirit Wall Breakers Goblin Giant Magic Archer

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.

Magic Archer

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
Giant Snowball
Fire Spirit Musketeer Wall Breakers
Zap
Fire Spirit Wall Breakers Goblin Giant
Barbarian Barrel
Fire Spirit Heal Spirit Musketeer Wizard Wall Breakers Magic Archer
The Log
Fire Spirit Heal Spirit Musketeer Wall Breakers
Earthquake
Arrows
Fire Spirit Heal Spirit Wall Breakers
Royal Delivery
Fire Spirit Heal Spirit Musketeer Wizard Wall Breakers Magic Archer
Fireball
Musketeer Wizard Wall Breakers Magic Archer
Poison
Musketeer Wizard Magic Archer
Lightning
Musketeer Wizard Magic Archer
Rocket
Musketeer Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Earthquake Wizard Magic Archer

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 Heal Spirit

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 Heal Spirit Musketeer Wizard

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Heal Spirit Wall Breakers Earthquake Musketeer Magic Archer Wizard Goblin Giant

Shortest cycle

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

7 Fire Spirit Heal Spirit Wall Breakers Earthquake

Attack Synergies 0 11

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
Wall Breakers Goblin Giant
Heal Spirit
Musketeer Wizard Goblin Giant
Earthquake
Wall Breakers Goblin Giant
Musketeer
Heal Spirit Goblin Giant
Wizard
Heal Spirit Goblin Giant
Wall Breakers
Fire Spirit Earthquake Goblin Giant
Goblin Giant
Fire Spirit Heal Spirit Earthquake Musketeer Wizard Wall Breakers Magic Archer
Magic Archer
Goblin Giant

Defense Synergies 0 1

Fire Spirit
Heal Spirit
Earthquake
Musketeer
Wizard
Wall Breakers
Goblin Giant
Magic Archer
Magic Archer
Goblin Giant

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 Musketeer Wizard Goblin Giant Magic Archer
Musketeer
Fire Spirit Musketeer
Musketeer
Earthquake
Fire Spirit Earthquake Musketeer Magic Archer
Musketeer Fire Spirit Wizard Magic Archer
Earthquake Musketeer Goblin Giant Magic Archer
Musketeer
Fire Spirit Musketeer
Earthquake Musketeer Wizard Goblin Giant Magic Archer
Musketeer Wizard Magic Archer
Fire Spirit Earthquake Musketeer Wizard
Fire Spirit Wizard Earthquake Magic Archer
Wizard Musketeer
Fire Spirit Musketeer Wizard Magic Archer
Earthquake Wizard Fire Spirit Musketeer Magic Archer
Musketeer
Wizard Fire Spirit Earthquake Musketeer Goblin Giant

Counters to secondary win conditions

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

Musketeer Wizard Magic Archer
Musketeer Goblin Giant
Musketeer Goblin Giant
Musketeer Goblin Giant
Fire Spirit Wizard Musketeer Goblin Giant Magic Archer
Musketeer Goblin Giant
Goblin Giant
Magic Archer
Musketeer Goblin Giant
Musketeer
Goblin Giant
Wizard Goblin Giant
Wizard Musketeer Magic Archer
Musketeer Goblin Giant Magic Archer
Earthquake Musketeer Wizard Magic Archer

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 Magic Archer Musketeer
Musketeer Magic Archer
Earthquake Goblin Giant Magic Archer
Earthquake Musketeer
Wizard Fire Spirit Earthquake Magic Archer
Wizard Fire Spirit Musketeer Goblin Giant Magic Archer
Fire Spirit Earthquake Musketeer Wizard Magic Archer
Earthquake Fire Spirit Wizard Magic Archer
Wizard
Fire Spirit Musketeer
Earthquake Musketeer Wizard Magic Archer
Fire Spirit Musketeer Wizard Magic Archer
Earthquake Fire Spirit Musketeer Magic Archer
Earthquake Musketeer Magic Archer
Earthquake Musketeer Magic Archer
Earthquake Musketeer Wizard Magic Archer
Earthquake Magic Archer Musketeer Wizard
Earthquake
Fire Spirit Earthquake Musketeer Wizard Magic Archer
Fire Spirit Earthquake Wizard Magic Archer
Earthquake Musketeer Magic Archer
Wizard
Musketeer
Earthquake Musketeer
Earthquake Fire Spirit Wizard Magic Archer
Earthquake Musketeer Wizard Magic Archer
Musketeer Wizard Magic Archer
Musketeer Magic Archer
Fire Spirit Musketeer Wizard Magic Archer
Musketeer Wizard
Earthquake Musketeer Wizard Magic Archer
Magic Archer
Earthquake Wizard Magic Archer
Earthquake Fire Spirit Musketeer Magic Archer
Fire Spirit Musketeer Wizard Magic Archer
Musketeer Wizard Magic Archer
Earthquake Musketeer Wizard Magic Archer
Musketeer
Musketeer Magic Archer
Musketeer Magic Archer
Musketeer Goblin Giant Magic Archer
Wizard

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