My Best Clash Royale Deck

Deck Check Rating

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

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 Musketeer Wizard Electro Wizard Ram Rider

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 Musketeer Wizard Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

The Log

Punishments

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

Ram Rider

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.

Fire Spirit Knight Ram Rider

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 Wizard Ram Rider

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
Skeleton Army Ram Rider
Giant Snowball
Fire Spirit Musketeer Skeleton Army Ram Rider
Zap
Fire Spirit Skeleton Army Ram Rider
Barbarian Barrel
Fire Spirit Knight Musketeer Wizard Skeleton Army Electro Wizard
The Log
Fire Spirit Musketeer Skeleton Army Ram Rider
Earthquake
Skeleton Army
Arrows
Fire Spirit Skeleton Army
Royal Delivery
Fire Spirit Knight Musketeer Wizard Skeleton Army Electro Wizard Ram Rider
Fireball
Musketeer Wizard Skeleton Army Electro Wizard Ram Rider
Poison
Musketeer Wizard Skeleton Army Electro Wizard
Lightning
Knight Musketeer Wizard Electro Wizard Ram Rider
Rocket
Musketeer Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard 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 Knight Skeleton Army

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.

Skeleton Army

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 Musketeer Wizard Electro 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 The Log Knight Skeleton Army Musketeer Electro Wizard Wizard Ram Rider

Shortest cycle

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

9 Fire Spirit The Log Knight Skeleton Army

Attack Synergies 1 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
Knight Ram Rider
Knight
Musketeer Fire Spirit Wizard The Log Electro Wizard Ram Rider
Musketeer
Knight The Log Ram Rider
Wizard
Knight Ram Rider
Skeleton Army
The Log
Knight Musketeer Ram Rider
Electro Wizard
Knight Ram Rider
Ram Rider
Fire Spirit Knight Musketeer Wizard The Log Electro Wizard

Defense Synergies 4 16

Fire Spirit
Knight The Log Electro Wizard
Knight
Fire Spirit Musketeer Electro Wizard Wizard Skeleton Army The Log
Musketeer
Knight The Log Skeleton Army Electro Wizard Ram Rider
Wizard
Knight Skeleton Army The Log Electro Wizard
Skeleton Army
Knight Musketeer Wizard The Log Electro Wizard
The Log
Musketeer Fire Spirit Knight Wizard Skeleton Army Electro Wizard Ram Rider
Electro Wizard
Knight Fire Spirit Musketeer Wizard Skeleton Army The Log Ram Rider
Ram Rider
Musketeer The Log Electro Wizard

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.

Knight Musketeer Wizard The Log Electro Wizard Ram Rider
Skeleton Army Knight Musketeer The Log Electro Wizard Ram Rider
Skeleton Army Ram Rider Fire Spirit Knight Musketeer Electro Wizard
Skeleton Army Knight Musketeer Electro Wizard Ram Rider
Skeleton Army The Log
Skeleton Army The Log Fire Spirit Musketeer Electro Wizard
Musketeer Electro Wizard Ram Rider Fire Spirit Wizard
Musketeer The Log Electro Wizard Ram Rider
Musketeer Skeleton Army
Knight Skeleton Army Fire Spirit Musketeer Electro Wizard
Skeleton Army Electro Wizard Knight Musketeer Wizard The Log Ram Rider
Musketeer Wizard Electro Wizard Ram Rider
Skeleton Army Fire Spirit Knight Musketeer Wizard The Log Electro Wizard Ram Rider
Fire Spirit Wizard Skeleton Army The Log Electro Wizard
Skeleton Army Knight Electro Wizard Ram Rider
Skeleton Army The Log Electro Wizard Ram Rider
Wizard Knight Musketeer Skeleton Army Electro Wizard
Fire Spirit Knight Musketeer Wizard Skeleton Army The Log Electro Wizard Ram Rider
Wizard The Log Fire Spirit Knight Musketeer Electro Wizard Ram Rider
Musketeer Electro Wizard Ram Rider
Wizard Skeleton Army Fire Spirit Knight Musketeer The Log Electro Wizard
Skeleton Army

Counters to secondary win conditions

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

Knight Skeleton Army Electro Wizard
Electro Wizard Knight Musketeer Wizard The Log
Skeleton Army Knight Musketeer The Log Electro Wizard Ram Rider
Skeleton Army Knight Musketeer The Log Electro Wizard Ram Rider
Knight Musketeer Skeleton Army Ram Rider
Fire Spirit Wizard Musketeer Electro Wizard Ram Rider
Skeleton Army Knight Musketeer Electro Wizard Ram Rider
Knight Skeleton Army
Electro Wizard Knight Skeleton Army The Log
Musketeer Skeleton Army
Knight Musketeer
Skeleton Army The Log Electro Wizard
Skeleton Army Knight Wizard Ram Rider
Wizard Musketeer Skeleton Army
Skeleton Army Electro Wizard Knight Musketeer The Log
Musketeer Wizard The Log Electro Wizard
Electro Wizard

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.)

Knight Musketeer The Log
Musketeer The Log Electro Wizard Ram Rider
The Log
Knight Musketeer The Log
Wizard Fire Spirit The Log
Wizard Fire Spirit Musketeer Ram Rider
Fire Spirit Musketeer Wizard The Log
The Log Fire Spirit Wizard Ram Rider
The Log Wizard Ram Rider
Fire Spirit Musketeer Electro Wizard
Knight Musketeer Wizard The Log Electro Wizard Ram Rider
Fire Spirit Musketeer Wizard
Fire Spirit Knight Musketeer The Log
Musketeer
Musketeer The Log
Musketeer Wizard The Log
Musketeer Wizard The Log
Fire Spirit Musketeer Wizard The Log Electro Wizard
Fire Spirit Wizard The Log
Musketeer The Log
Wizard
Musketeer The Log
Musketeer The Log
The Log Fire Spirit Wizard
The Log Musketeer Wizard Electro Wizard Ram Rider
Musketeer Wizard The Log Ram Rider
Musketeer The Log
Fire Spirit Musketeer Wizard Electro Wizard
Electro Wizard Musketeer Wizard
Musketeer Wizard The Log
Electro Wizard
Wizard The Log
Electro Wizard Fire Spirit Musketeer Skeleton Army
Fire Spirit Musketeer Wizard Electro Wizard Ram Rider
The Log
Knight Musketeer Wizard Electro Wizard
The Log Musketeer Wizard
Musketeer
Musketeer The Log Electro Wizard
Musketeer Electro Wizard
Musketeer The Log Electro Wizard
Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: