My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Skeletons Elixir Collector Three Musketeers Fisherman

Offensive cards

Win conditions

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

Three Musketeers Miner

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.

Miner

Pump responses

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

Elixir Collector Miner

Dropped at the bridge

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

Barbarians Heal Spirit

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.

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
Skeletons Three Musketeers Miner Fisherman
Giant Snowball
Skeletons Barbarians Three Musketeers Miner Fisherman
Zap
Skeletons Three Musketeers Fisherman
Barbarian Barrel
Skeletons Barbarians Heal Spirit Three Musketeers
The Log
Skeletons Barbarians Heal Spirit Three Musketeers Fisherman
Earthquake
Skeletons Barbarians Elixir Collector
Arrows
Skeletons Heal Spirit
Royal Delivery
Skeletons Barbarians Heal Spirit Three Musketeers Miner Fisherman
Fireball
Barbarians Elixir Collector Three Musketeers Fisherman
Poison
Barbarians Elixir Collector Three Musketeers Fisherman
Lightning
Elixir Collector Three Musketeers Fisherman
Rocket
Barbarians Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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.

Heal Spirit Elixir Collector Miner

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.

Barbarians Heal 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Heal Spirit The Log Miner Fisherman Barbarians Elixir Collector Three Musketeers

Shortest cycle

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

7 Skeletons Heal Spirit The Log Miner

Attack Synergies 0 6

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.

Skeletons
Barbarians
Heal Spirit
Heal Spirit
Barbarians Three Musketeers
Elixir Collector
Three Musketeers
Heal Spirit The Log Miner
The Log
Three Musketeers Miner Fisherman
Miner
Three Musketeers The Log
Fisherman
The Log

Defense Synergies 1 4

Skeletons
Fisherman The Log
Barbarians
Heal Spirit
Elixir Collector
Three Musketeers
The Log
The Log
Skeletons Three Musketeers Miner Fisherman
Miner
The Log
Fisherman
Skeletons The Log

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.

The Log
Barbarians Skeletons Three Musketeers The Log Fisherman
Barbarians Three Musketeers Fisherman Skeletons
Barbarians Three Musketeers Skeletons Fisherman
Barbarians The Log
The Log Skeletons
Three Musketeers
Barbarians The Log
Barbarians Three Musketeers Skeletons Fisherman
Skeletons Barbarians Miner Fisherman
Barbarians Skeletons The Log Fisherman
Three Musketeers
Barbarians Skeletons Three Musketeers The Log
Three Musketeers Barbarians The Log
Barbarians Three Musketeers
Barbarians Three Musketeers The Log Fisherman
Barbarians Three Musketeers Skeletons Fisherman
Barbarians Three Musketeers The Log Fisherman
The Log Barbarians Fisherman
Barbarians Three Musketeers Fisherman
Barbarians The Log Fisherman

Counters to secondary win conditions

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

Barbarians Skeletons Fisherman
The Log Miner Fisherman
Barbarians Skeletons The Log Fisherman
Barbarians The Log Fisherman
Barbarians Skeletons Three Musketeers Fisherman
Skeletons Three Musketeers
Skeletons Barbarians
Barbarians Fisherman
Skeletons Barbarians The Log
Skeletons Barbarians Three Musketeers
Barbarians
Barbarians The Log
Barbarians Skeletons Three Musketeers
Barbarians Three Musketeers
Barbarians Skeletons Three Musketeers The Log Fisherman
Barbarians The Log

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.)

The Log
The Log Miner Fisherman
The Log Miner
Barbarians The Log
The Log
The Log
The Log
The Log Miner Fisherman
Three Musketeers Fisherman
Miner The Log Fisherman
Three Musketeers The Log Miner Fisherman
Fisherman
The Log Fisherman
Three Musketeers The Log
Three Musketeers The Log
Three Musketeers
Fisherman
Three Musketeers The Log Fisherman
The Log Miner
The Log
The Log Fisherman
Barbarians The Log
The Log
Fisherman
The Log Miner Fisherman
The Log Miner Fisherman
Miner The Log Fisherman
The Log Miner
The Log
Barbarians
Three Musketeers
The Log
Miner Three Musketeers
The Log
Three Musketeers
The Log
The Log Miner

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