My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Minions Musketeer Zappies

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 Zappies Giant Sparky

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap

Punishments

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

Giant

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 Giant

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
Minions Giant Guards Sparky
Giant Snowball
Fire Spirit Minions Musketeer Zappies Guards
Zap
Fire Spirit Minions Zappies Guards Sparky
Barbarian Barrel
Fire Spirit Musketeer Zappies Guards Sparky
The Log
Fire Spirit Musketeer Zappies Guards Sparky
Earthquake
Zappies Guards
Arrows
Fire Spirit Minions Zappies Guards
Royal Delivery
Fire Spirit Minions Musketeer Zappies Guards Sparky
Fireball
Minions Musketeer Zappies Sparky
Poison
Minions Musketeer Zappies Guards Sparky
Lightning
Musketeer Sparky
Rocket
Musketeer Sparky

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Sparky

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 Guards Sparky

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 Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Minions Guards Musketeer Zappies Giant Sparky

Shortest cycle

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

9 Fire Spirit Zap Minions Guards

Attack Synergies 5 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.

Fire Spirit
Zap Giant Sparky
Zap
Giant Sparky Fire Spirit Minions Musketeer Zappies Guards
Minions
Giant Zap Sparky
Musketeer
Giant Zap
Zappies
Zap Giant
Giant
Zap Minions Musketeer Sparky Fire Spirit Zappies Guards
Guards
Zap Giant
Sparky
Zap Giant Fire Spirit Minions

Defense Synergies 1 12

Fire Spirit
Zap Sparky
Zap
Fire Spirit Minions Musketeer Zappies Guards Sparky
Minions
Zap Musketeer Zappies
Musketeer
Guards Zap Minions Zappies
Zappies
Zap Minions Musketeer Guards
Giant
Guards
Musketeer Zap Zappies Sparky
Sparky
Fire Spirit Zap Guards

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.

Zap Minions Musketeer Zappies Sparky
Sparky Zap Minions Musketeer Zappies
Sparky Fire Spirit Minions Musketeer Zappies
Sparky Minions Musketeer Zappies Guards
Sparky
Fire Spirit Zap Minions Musketeer Zappies Guards
Minions Musketeer Fire Spirit Zap Zappies
Zap Musketeer Sparky
Zappies Sparky Minions Musketeer
Guards Fire Spirit Musketeer Zappies Sparky
Minions Guards Zap Musketeer Zappies
Minions Musketeer Zap Zappies
Sparky Fire Spirit Zap Minions Musketeer Zappies Guards
Fire Spirit Sparky Zap Minions Zappies Guards
Sparky Zappies
Zap Zappies Sparky
Sparky Minions Musketeer Zappies
Fire Spirit Zap Minions Musketeer Zappies Guards
Zap Fire Spirit Minions Musketeer Zappies Guards
Sparky Musketeer Zappies
Fire Spirit Minions Musketeer Zappies Guards Sparky

Counters to secondary win conditions

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

Guards Zap Zappies Sparky
Zap Musketeer
Zappies Guards Zap Minions Musketeer Sparky
Guards Zap Musketeer Zappies Sparky
Musketeer Zappies Guards Sparky
Fire Spirit Zap Minions Musketeer Zappies
Guards Sparky Minions Musketeer Zappies
Zappies Sparky
Zap Minions Zappies Sparky
Musketeer Zappies Guards Sparky
Minions Musketeer Zappies Guards Sparky
Zap Guards
Zappies Guards Sparky
Musketeer Zappies Sparky
Zappies Guards Sparky Zap Minions Musketeer
Minions Zap Musketeer Zappies Sparky
Zap

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.)

Musketeer Guards Sparky
Zap Musketeer
Sparky
Musketeer Guards Sparky
Fire Spirit Zap Sparky
Fire Spirit Zap Minions Musketeer
Fire Spirit Musketeer Sparky
Fire Spirit Zap
Zap
Fire Spirit Minions Musketeer Guards Sparky
Zap Musketeer Sparky
Fire Spirit Zap Musketeer
Fire Spirit Musketeer Sparky
Minions Musketeer
Zap Musketeer Sparky
Zap Musketeer Sparky
Musketeer Sparky
Sparky
Minions Sparky
Fire Spirit Zap Musketeer Sparky
Fire Spirit Zap
Minions Musketeer Sparky
Musketeer Sparky
Zap Musketeer
Zap Fire Spirit Sparky
Zap Musketeer Sparky
Zap Musketeer Sparky
Zap Musketeer Sparky
Fire Spirit Zap Musketeer Sparky
Zap Minions Musketeer Zappies Guards
Sparky
Zap Musketeer Sparky
Zap Zappies Sparky
Sparky
Sparky
Zap Fire Spirit Minions Musketeer Zappies Guards
Fire Spirit Zap Musketeer Zappies
Musketeer Sparky
Zap Musketeer
Zap Sparky
Musketeer Sparky
Zap Minions Musketeer Zappies Guards Sparky
Zap Musketeer Zappies
Zap Musketeer Sparky
Sparky
Sparky

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