My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Good
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 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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

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 Giant Skeleton

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.

Arrows Rocket

Pump responses

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

Rocket

Dropped at the bridge

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

Heal Spirit Giant Skeleton

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.

Giant Skeleton

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
Guards Clone Giant Skeleton
Giant Snowball
Musketeer Guards Clone
Zap
Guards Clone
Barbarian Barrel
Heal Spirit Musketeer Guards Clone Giant Skeleton
The Log
Heal Spirit Musketeer Guards Clone Giant Skeleton
Earthquake
Guards Clone
Arrows
Heal Spirit Guards Clone
Royal Delivery
Heal Spirit Musketeer Guards Clone Giant Skeleton
Fireball
Musketeer Clone
Poison
Musketeer Guards Clone
Lightning
Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Rocket

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.

Arrows Heal Spirit Rocket Guards Clone Giant Skeleton

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.

Heal Spirit 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Heal Spirit Arrows Guards Clone Musketeer Rocket Giant Skeleton

Shortest cycle

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

7 Mirror Heal Spirit Arrows Guards

Attack Synergies 2 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.

Arrows
Mirror Giant Skeleton
Heal Spirit
Musketeer Guards Giant Skeleton
Musketeer
Heal Spirit Mirror Giant Skeleton
Rocket
Mirror
Mirror
Arrows Musketeer Rocket Giant Skeleton
Guards
Heal Spirit Clone
Clone
Giant Skeleton Guards
Giant Skeleton
Clone Arrows Heal Spirit Musketeer Mirror

Defense Synergies 2 4

Arrows
Mirror Giant Skeleton
Heal Spirit
Musketeer
Guards Mirror Giant Skeleton
Rocket
Mirror
Arrows Musketeer
Guards
Musketeer Giant Skeleton
Clone
Giant Skeleton
Arrows Musketeer 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.

Rocket Musketeer
Musketeer
Rocket Musketeer Giant Skeleton
Musketeer Guards
Arrows Rocket Giant Skeleton
Arrows Musketeer Guards
Musketeer Rocket Arrows
Rocket Arrows Musketeer Giant Skeleton
Musketeer
Guards Musketeer Giant Skeleton
Guards Arrows Musketeer Giant Skeleton
Arrows Musketeer
Musketeer Rocket Guards Giant Skeleton
Rocket Arrows Guards
Rocket
Arrows Musketeer
Arrows Musketeer Guards
Arrows Musketeer Guards Giant Skeleton
Musketeer
Arrows Musketeer Guards Giant Skeleton
Guards

Counters to secondary win conditions

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

Guards Giant Skeleton
Arrows Musketeer Rocket
Guards Giant Skeleton Musketeer Rocket
Rocket Guards Giant Skeleton Musketeer
Giant Skeleton Musketeer Guards
Arrows Rocket Musketeer
Rocket Guards Musketeer Giant Skeleton
Giant Skeleton
Rocket Giant Skeleton
Musketeer Guards
Musketeer Guards Giant Skeleton
Rocket Arrows Guards Giant Skeleton
Rocket Giant Skeleton Guards
Musketeer
Guards Musketeer Rocket Giant Skeleton
Arrows Musketeer Giant Skeleton
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 Rocket Guards Giant Skeleton
Arrows Musketeer
Rocket Arrows Giant Skeleton
Arrows Musketeer Rocket Guards Giant Skeleton
Rocket Arrows
Arrows Musketeer Rocket
Arrows Musketeer
Arrows
Arrows
Rocket Musketeer Guards
Rocket Arrows Musketeer
Arrows Musketeer Rocket
Rocket Musketeer
Arrows Musketeer Rocket
Arrows Musketeer
Rocket Arrows Musketeer
Arrows Musketeer Rocket
Arrows Rocket
Rocket
Rocket Arrows Musketeer
Rocket Arrows
Rocket Musketeer Giant Skeleton
Rocket Arrows
Rocket Musketeer
Rocket Arrows Musketeer
Arrows
Arrows Musketeer
Arrows Musketeer
Rocket Arrows Musketeer
Arrows Musketeer
Rocket Musketeer Guards
Arrows Musketeer Rocket
Rocket Arrows
Giant Skeleton
Rocket Arrows
Musketeer Rocket Guards
Rocket Arrows Musketeer
Arrows
Musketeer Rocket
Arrows Musketeer
Rocket Arrows Giant Skeleton
Musketeer
Musketeer Rocket Guards Giant Skeleton
Musketeer Rocket
Musketeer Rocket Giant Skeleton
Rocket

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