My Best Clash Royale Deck

Deck Check Rating

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

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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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.

Musketeer Royal Ghost Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Arrows Goblin Curse

Punishments

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

Royal Ghost Mega Knight

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 Royal Ghost Mega Knight

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 Royal Ghost

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
Goblin Curse
Giant Snowball
Musketeer Goblin Curse
Zap
Goblin Curse
Barbarian Barrel
Electro Spirit Musketeer Goblin Curse Royal Ghost
The Log
Electro Spirit Musketeer Goblin Curse
Earthquake
Arrows
Electro Spirit Goblin Curse
Royal Delivery
Electro Spirit Musketeer Royal Ghost
Fireball
Musketeer
Poison
Musketeer Goblin Curse
Lightning
Musketeer
Rocket
Musketeer

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 Royal Ghost Mega Knight

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 Goblin Curse Royal Ghost Mega Knight

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Zap Berserker Goblin Curse Arrows Royal Ghost Musketeer Mega Knight

Shortest cycle

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

7 Electro Spirit Zap Berserker Goblin Curse

Attack Synergies 3 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 Goblin Curse
Zap
Arrows Goblin Curse Electro Spirit Musketeer Royal Ghost Mega Knight
Berserker
Arrows
Zap Goblin Curse Mega Knight
Musketeer
Zap Royal Ghost Mega Knight
Goblin Curse
Zap Arrows Electro Spirit
Royal Ghost
Zap Musketeer Mega Knight
Mega Knight
Zap Arrows Musketeer Royal Ghost

Defense Synergies 2 7

Electro Spirit
Zap
Zap
Mega Knight Electro Spirit Arrows Musketeer Royal Ghost
Berserker
Arrows
Mega Knight Zap
Musketeer
Zap Royal Ghost Mega Knight
Goblin Curse
Royal Ghost
Zap Musketeer Mega Knight
Mega Knight
Zap Arrows Musketeer Royal Ghost

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 Musketeer
Zap Musketeer Goblin Curse Mega Knight
Mega Knight Musketeer Goblin Curse
Musketeer Goblin Curse Mega Knight
Arrows Mega Knight
Arrows Electro Spirit Zap Musketeer Royal Ghost Mega Knight
Musketeer Electro Spirit Zap Arrows Goblin Curse
Electro Spirit Zap Arrows Musketeer Mega Knight
Musketeer Goblin Curse
Musketeer Royal Ghost Mega Knight
Berserker Goblin Curse Electro Spirit Zap Arrows Musketeer Royal Ghost Mega Knight
Arrows Musketeer Zap Goblin Curse
Mega Knight Zap Musketeer Goblin Curse
Mega Knight Electro Spirit Zap Arrows Goblin Curse Royal Ghost
Goblin Curse Mega Knight
Zap Goblin Curse Mega Knight
Mega Knight Arrows Musketeer
Arrows Mega Knight Electro Spirit Zap Musketeer Royal Ghost
Zap Arrows Electro Spirit Musketeer Goblin Curse Royal Ghost Mega Knight
Musketeer Goblin Curse
Royal Ghost Mega Knight Electro Spirit Arrows Musketeer Goblin Curse

Counters to secondary win conditions

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

Mega Knight Zap Royal Ghost
Zap Arrows Musketeer Royal Ghost Mega Knight
Mega Knight Zap Musketeer
Mega Knight Zap Musketeer
Musketeer Goblin Curse Mega Knight
Arrows Electro Spirit Zap Musketeer Goblin Curse
Musketeer
Mega Knight Goblin Curse
Zap Mega Knight Electro Spirit
Musketeer Goblin Curse
Mega Knight Musketeer
Mega Knight Zap Arrows
Mega Knight Goblin Curse
Musketeer Goblin Curse Mega Knight
Electro Spirit Zap Musketeer
Arrows Mega Knight Electro Spirit Zap Musketeer Goblin Curse Royal Ghost
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 Musketeer Royal Ghost
Arrows Zap Musketeer Goblin Curse Royal Ghost
Arrows
Arrows Musketeer
Zap Arrows Goblin Curse Mega Knight
Arrows Electro Spirit Zap Musketeer Goblin Curse
Arrows Musketeer
Arrows Zap Goblin Curse
Arrows Zap
Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer Goblin Curse
Musketeer
Arrows Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer
Arrows Musketeer Mega Knight
Arrows
Zap Arrows Musketeer Mega Knight
Zap Arrows Goblin Curse Mega Knight
Musketeer Mega Knight
Arrows
Musketeer
Zap Arrows Musketeer
Zap Arrows Goblin Curse Electro Spirit Mega Knight
Arrows Zap Musketeer Royal Ghost
Zap Arrows Musketeer Mega Knight
Zap Arrows Musketeer Goblin Curse
Zap Arrows Musketeer Goblin Curse
Zap Electro Spirit Musketeer
Zap Arrows Musketeer Mega Knight
Zap Electro Spirit Arrows
Mega Knight
Arrows Goblin Curse
Zap Electro Spirit Musketeer
Zap Arrows Musketeer Goblin Curse
Arrows
Musketeer Mega Knight
Arrows Zap Musketeer
Zap Arrows
Musketeer Mega Knight
Zap Electro Spirit Musketeer
Zap Musketeer
Zap Musketeer Royal Ghost Mega Knight
Mega Knight

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