My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Archers Musketeer Goblin Hut

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Archers Musketeer Giant Goblin Hut

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.

Missing

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 Goblins Barbarians 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
Skeletons Archers Giant
Giant Snowball
Skeletons Fire Spirit Goblins Archers Barbarians Musketeer Goblin Hut
Zap
Skeletons Fire Spirit Goblins Archers Goblin Hut
Barbarian Barrel
Skeletons Fire Spirit Goblins Archers Barbarians Musketeer Goblin Hut
The Log
Skeletons Fire Spirit Goblins Archers Barbarians Musketeer Goblin Hut
Earthquake
Skeletons Archers Barbarians Goblin Hut
Arrows
Skeletons Fire Spirit Goblins Archers Goblin Hut
Royal Delivery
Skeletons Fire Spirit Goblins Archers Barbarians Musketeer Goblin Hut
Fireball
Archers Barbarians Musketeer Goblin Hut
Poison
Archers Barbarians Musketeer Goblin Hut
Lightning
Musketeer Goblin Hut
Rocket
Barbarians Musketeer Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit

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

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 Goblins Barbarians 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Goblins Archers Musketeer Barbarians Giant Goblin Hut

Shortest cycle

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

7 Skeletons Fire Spirit Goblins Archers

Attack Synergies 1 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.

Skeletons
Fire Spirit
Giant
Goblins
Archers Giant
Archers
Goblins Giant Goblin Hut
Barbarians
Musketeer
Giant Goblin Hut
Giant
Musketeer Fire Spirit Goblins Archers Goblin Hut
Goblin Hut
Archers Musketeer Giant

Defense Synergies 1 7

Skeletons
Musketeer Fire Spirit Archers Goblin Hut
Fire Spirit
Skeletons
Goblins
Archers Musketeer
Archers
Skeletons Goblins Goblin Hut
Barbarians
Musketeer
Skeletons Goblins Goblin Hut
Giant
Goblin Hut
Skeletons Archers Musketeer

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.

Musketeer Goblin Hut
Barbarians Skeletons Goblins Musketeer Goblin Hut
Barbarians Goblin Hut Skeletons Fire Spirit Goblins Archers Musketeer
Barbarians Goblin Hut Skeletons Goblins Musketeer
Barbarians
Skeletons Fire Spirit Goblins Archers Musketeer
Musketeer Fire Spirit Archers Goblin Hut
Barbarians Musketeer
Barbarians Skeletons Goblins Musketeer Goblin Hut
Skeletons Fire Spirit Goblins Archers Barbarians Musketeer
Goblins Archers Barbarians Skeletons Musketeer Goblin Hut
Musketeer Archers Goblin Hut
Barbarians Goblin Hut Skeletons Fire Spirit Musketeer
Fire Spirit Goblins Barbarians Goblin Hut
Barbarians Goblin Hut
Barbarians Goblin Hut
Barbarians Skeletons Goblins Musketeer Goblin Hut
Fire Spirit Goblins Archers Barbarians Musketeer Goblin Hut
Fire Spirit Archers Barbarians Musketeer Goblin Hut
Barbarians Musketeer Goblin Hut
Fire Spirit Goblins Archers Barbarians Musketeer

Counters to secondary win conditions

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

Barbarians Skeletons Goblins Archers Goblin Hut
Archers Musketeer
Barbarians Skeletons Goblins Musketeer Goblin Hut
Barbarians Musketeer
Barbarians Skeletons Musketeer Goblin Hut
Fire Spirit Skeletons Archers Musketeer Goblin Hut
Skeletons Goblins Archers Barbarians Musketeer Goblin Hut
Barbarians
Skeletons Goblins Barbarians Goblin Hut
Skeletons Barbarians Musketeer Goblin Hut
Barbarians Musketeer Goblin Hut
Barbarians
Barbarians Skeletons
Archers Barbarians Musketeer
Barbarians Goblin Hut Skeletons Goblins Archers Musketeer
Archers Barbarians Musketeer Goblin Hut
Goblin Hut

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
Musketeer
Goblin Hut
Barbarians Musketeer
Fire Spirit
Fire Spirit Musketeer
Fire Spirit Archers Musketeer
Fire Spirit
Fire Spirit Goblins Musketeer
Musketeer
Fire Spirit Archers Musketeer
Fire Spirit Musketeer Goblin Hut
Musketeer
Musketeer Goblin Hut
Musketeer Goblin Hut
Musketeer Goblin Hut
Fire Spirit Archers Musketeer
Fire Spirit
Musketeer
Musketeer
Barbarians Musketeer
Fire Spirit
Musketeer
Musketeer
Musketeer
Fire Spirit Archers Musketeer
Musketeer Goblin Hut
Musketeer
Fire Spirit Archers Barbarians Musketeer Goblin Hut
Fire Spirit Archers Musketeer
Musketeer
Musketeer
Musketeer
Musketeer
Musketeer
Musketeer

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