My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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.

Musketeer

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 Sparky

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Arrows

Punishments

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

Hog 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.

Electro Spirit Knight Hog 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 Spirit Hog 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
Hog Rider Guards Sparky
Giant Snowball
Musketeer Hog Rider Guards
Zap
Guards Sparky
Barbarian Barrel
Electro Spirit Knight Musketeer Guards Sparky
The Log
Electro Spirit Musketeer Hog Rider Guards Sparky
Earthquake
Hog Rider Guards
Arrows
Electro Spirit Guards
Royal Delivery
Electro Spirit Knight Musketeer Hog Rider Guards Sparky
Fireball
Musketeer Hog Rider Sparky
Poison
Musketeer Guards Sparky
Lightning
Knight Musketeer Sparky
Rocket
Musketeer Hog Rider Sparky

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Arrows Sparky

Ladder info

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.

Electro Spirit Arrows Knight 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.

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Zap Arrows Knight Guards Musketeer Hog Rider Sparky

Shortest cycle

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

9 Electro Spirit Zap Arrows Knight

Attack Synergies 8 9

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.

Electro Spirit
Zap Hog Rider Sparky
Zap
Arrows Hog Rider Sparky Electro Spirit Knight Musketeer Guards
Arrows
Zap Hog Rider Sparky Knight
Knight
Musketeer Hog Rider Zap Arrows Sparky
Musketeer
Knight Hog Rider Zap
Hog Rider
Zap Arrows Knight Musketeer Electro Spirit Guards
Guards
Zap Hog Rider
Sparky
Zap Arrows Electro Spirit Knight

Defense Synergies 2 10

Electro Spirit
Zap
Zap
Electro Spirit Arrows Knight Musketeer Guards Sparky
Arrows
Zap Knight Sparky
Knight
Musketeer Zap Arrows Sparky
Musketeer
Knight Guards Zap
Hog Rider
Guards
Musketeer Zap Sparky
Sparky
Zap Arrows Knight 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 Knight Musketeer Sparky
Sparky Zap Knight Musketeer
Sparky Knight Musketeer
Sparky Knight Musketeer Guards
Arrows Sparky
Arrows Electro Spirit Zap Musketeer Guards
Musketeer Electro Spirit Zap Arrows
Electro Spirit Zap Arrows Musketeer Sparky
Sparky Musketeer
Knight Guards Musketeer Sparky
Guards Electro Spirit Zap Arrows Knight Musketeer
Arrows Musketeer Zap
Sparky Zap Knight Musketeer Guards
Sparky Electro Spirit Zap Arrows Guards
Sparky Knight
Zap Sparky
Sparky Arrows Knight Musketeer
Arrows Electro Spirit Zap Knight Musketeer Guards
Zap Arrows Electro Spirit Knight Musketeer Guards
Sparky Musketeer
Electro Spirit Arrows Knight Musketeer Guards Sparky
Sparky

Counters to secondary win conditions

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

Knight Guards Zap Sparky
Zap Arrows Knight Musketeer
Guards Zap Knight Musketeer Sparky
Guards Zap Knight Musketeer Sparky
Knight Musketeer Guards Sparky
Arrows Electro Spirit Zap Musketeer
Guards Sparky Knight Musketeer
Knight Sparky
Zap Electro Spirit Knight Sparky
Musketeer Guards Sparky
Knight Musketeer Guards Sparky
Zap Arrows Guards
Knight Guards Sparky
Musketeer Sparky
Guards Sparky Electro Spirit Zap Knight Musketeer
Arrows Electro Spirit Zap Musketeer Sparky
Electro Spirit Zap Arrows

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.)

Arrows Knight Musketeer Guards Sparky
Arrows Zap Musketeer
Arrows Sparky
Arrows Knight Musketeer Guards Sparky
Zap Arrows Sparky
Arrows Electro Spirit Zap Musketeer
Arrows Musketeer Sparky
Arrows Zap
Arrows Zap
Musketeer Guards Sparky
Zap Arrows Knight Musketeer Sparky
Zap Arrows Musketeer
Knight Musketeer Sparky
Arrows Musketeer
Zap Arrows Musketeer Sparky
Zap Arrows Musketeer Sparky
Arrows Musketeer Sparky
Arrows Sparky
Sparky
Zap Arrows Musketeer Sparky
Zap Arrows
Musketeer Sparky
Arrows
Musketeer Sparky
Zap Arrows Musketeer
Zap Arrows Electro Spirit Sparky
Arrows Zap Musketeer Sparky
Zap Arrows Musketeer Sparky
Zap Arrows Musketeer Sparky
Zap Arrows Musketeer Sparky
Zap Electro Spirit Musketeer Guards
Sparky
Zap Arrows Musketeer Sparky
Zap Electro Spirit Arrows Sparky
Sparky
Arrows Sparky
Zap Electro Spirit Musketeer Guards
Zap Arrows Musketeer
Arrows
Knight Musketeer Sparky
Arrows Zap Musketeer
Zap Arrows Sparky
Musketeer Sparky
Zap Electro Spirit Musketeer Guards Sparky
Zap Musketeer
Zap Musketeer Sparky
Sparky
Sparky

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