My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Tesla Musketeer Electro Wizard

Defensive buildings

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

Tesla

Investments

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

Skeletons Knight Tesla Royal Giant Musketeer Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows Fireball

Punishments

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

Royal Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Royal Giant

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

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 Royal Giant
Giant Snowball
Skeletons Musketeer
Zap
Skeletons Royal Giant
Barbarian Barrel
Skeletons Knight Tesla Musketeer Electro Wizard
The Log
Skeletons Royal Giant Musketeer
Earthquake
Skeletons Tesla
Arrows
Skeletons
Royal Delivery
Skeletons Knight Musketeer Electro Wizard
Fireball
Tesla Musketeer Electro Wizard
Poison
Musketeer Electro Wizard
Lightning
Knight Tesla Musketeer Electro Wizard
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

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.

Arrows Knight

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.

Royal Giant Fireball

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.

Fireball Musketeer 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Knight Tesla Fireball Musketeer Electro Wizard Royal Giant

Shortest cycle

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

11 Skeletons Arrows Knight Tesla

Attack Synergies 4 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
Arrows
Royal Giant Fireball Knight
Knight
Musketeer Arrows Fireball Electro Wizard
Tesla
Royal Giant
Arrows Fireball Musketeer Electro Wizard
Fireball
Arrows Royal Giant Knight Electro Wizard
Musketeer
Knight Royal Giant
Electro Wizard
Knight Royal Giant Fireball

Defense Synergies 6 11

Skeletons
Tesla Musketeer Knight Electro Wizard
Arrows
Knight Tesla Fireball
Knight
Tesla Musketeer Electro Wizard Skeletons Arrows Fireball
Tesla
Skeletons Knight Musketeer Arrows Fireball Electro Wizard
Royal Giant
Fireball
Arrows Knight Tesla Musketeer Electro Wizard
Musketeer
Skeletons Knight Tesla Fireball Electro Wizard
Electro Wizard
Knight Skeletons Tesla Fireball 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.

Knight Tesla Fireball Musketeer Electro Wizard
Skeletons Knight Tesla Musketeer Electro Wizard
Tesla Skeletons Knight Musketeer Electro Wizard
Tesla Skeletons Knight Musketeer Electro Wizard
Arrows Fireball
Arrows Fireball Skeletons Tesla Musketeer Electro Wizard
Tesla Musketeer Electro Wizard Arrows Fireball
Arrows Tesla Fireball Musketeer Electro Wizard
Tesla Skeletons Musketeer
Knight Skeletons Tesla Musketeer Electro Wizard
Electro Wizard Skeletons Arrows Knight Tesla Fireball Musketeer
Arrows Tesla Musketeer Fireball Electro Wizard
Tesla Skeletons Knight Fireball Musketeer Electro Wizard
Fireball Arrows Tesla Electro Wizard
Knight Tesla Electro Wizard
Tesla Fireball Electro Wizard
Tesla Skeletons Arrows Knight Fireball Musketeer Electro Wizard
Arrows Tesla Fireball Knight Musketeer Electro Wizard
Arrows Knight Tesla Fireball Musketeer Electro Wizard
Tesla Musketeer Electro Wizard
Arrows Knight Tesla Fireball Musketeer Electro Wizard

Counters to secondary win conditions

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

Knight Skeletons Tesla Fireball Electro Wizard
Fireball Electro Wizard Arrows Knight Tesla Musketeer
Skeletons Knight Musketeer Electro Wizard
Knight Tesla Fireball Musketeer Electro Wizard
Skeletons Knight Tesla Musketeer
Arrows Fireball Skeletons Tesla Musketeer Electro Wizard
Skeletons Knight Tesla Fireball Musketeer Electro Wizard
Knight Tesla
Electro Wizard Skeletons Knight Fireball
Skeletons Tesla Musketeer
Knight Tesla Musketeer
Arrows Fireball Electro Wizard
Skeletons Knight Tesla Fireball
Tesla Fireball Musketeer
Tesla Electro Wizard Skeletons Knight Fireball Musketeer
Arrows Tesla Fireball Musketeer Electro Wizard
Arrows Fireball 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.)

Fireball Arrows Knight Musketeer
Arrows Fireball Musketeer Electro Wizard
Arrows Fireball
Arrows Knight Fireball Musketeer
Fireball Arrows
Arrows Fireball Musketeer
Arrows Musketeer
Arrows Fireball
Arrows Fireball
Fireball Musketeer Electro Wizard
Arrows Knight Fireball Musketeer Electro Wizard
Fireball Arrows Musketeer
Knight Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Arrows Fireball Musketeer Electro Wizard
Arrows Fireball
Fireball Musketeer
Arrows Fireball
Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Arrows Fireball Musketeer Electro Wizard
Fireball Arrows Musketeer
Fireball Arrows Musketeer
Arrows Fireball Musketeer Electro Wizard
Electro Wizard Fireball Musketeer
Fireball
Arrows Fireball Musketeer
Arrows Fireball Electro Wizard
Arrows Fireball
Electro Wizard Fireball Musketeer
Fireball Arrows Musketeer Electro Wizard
Arrows Fireball
Fireball Knight Musketeer Electro Wizard
Arrows Fireball Musketeer
Arrows Fireball
Musketeer
Fireball Musketeer Electro Wizard
Fireball Musketeer Electro Wizard
Fireball Musketeer Electro Wizard
Fireball

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