My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Wizard Hunter Witch

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.

Royal Giant Musketeer Wizard Hunter Witch

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.

Fireball Void

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 Void

Dropped at the bridge

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

Royal 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
Royal Giant Guards
Giant Snowball
Musketeer Guards Witch
Zap
Royal Giant Guards Witch
Barbarian Barrel
Musketeer Wizard Guards Hunter Witch
The Log
Royal Giant Musketeer Guards Hunter Witch
Earthquake
Guards Witch
Arrows
Guards Witch
Royal Delivery
Musketeer Wizard Guards Hunter Witch
Fireball
Musketeer Wizard Hunter Witch
Poison
Musketeer Wizard Guards Hunter Witch
Lightning
Musketeer Wizard Hunter Witch
Rocket
Musketeer Wizard Hunter Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Hunter Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Hunter

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.

Guards

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 Wizard Witch

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.

Guards Void Fireball Musketeer Hunter Wizard Witch Royal Giant

Shortest cycle

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

14 Guards Void Fireball Musketeer

Attack Synergies 2 5

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.

Royal Giant
Fireball Hunter Musketeer Wizard Guards Void Witch
Fireball
Royal Giant
Musketeer
Royal Giant
Wizard
Royal Giant
Guards
Royal Giant
Void
Royal Giant
Hunter
Royal Giant
Witch
Royal Giant

Defense Synergies 2 3

Royal Giant
Fireball
Musketeer
Musketeer
Guards Fireball
Wizard
Guards
Guards
Musketeer Hunter Wizard Witch
Void
Hunter
Guards
Witch
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.

Fireball Musketeer Wizard Void
Hunter Musketeer Witch
Hunter Witch Musketeer Void
Hunter Witch Musketeer Guards
Fireball
Fireball Musketeer Guards Hunter
Musketeer Hunter Fireball Wizard Void Witch
Fireball Musketeer Void
Hunter Witch Musketeer
Guards Musketeer Hunter
Guards Witch Fireball Musketeer Wizard Hunter
Musketeer Hunter Fireball Wizard Witch
Hunter Fireball Musketeer Wizard Guards Witch
Fireball Wizard Guards Hunter Witch
Hunter
Fireball Hunter
Wizard Fireball Musketeer Hunter Witch
Fireball Musketeer Wizard Guards Hunter Witch
Wizard Hunter Witch Fireball Musketeer Guards
Musketeer Hunter
Wizard Fireball Musketeer Guards Hunter Witch
Hunter

Counters to secondary win conditions

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

Guards Fireball Void Witch
Fireball Void Musketeer Wizard Hunter
Guards Musketeer Hunter Witch
Guards Hunter Fireball Musketeer
Musketeer Guards Hunter Witch
Fireball Wizard Musketeer Hunter Witch
Guards Fireball Musketeer Void Hunter Witch
Hunter
Void Fireball Witch
Witch Musketeer Guards
Musketeer Guards Hunter Witch
Fireball Guards Void
Fireball Wizard Guards Hunter Witch
Wizard Fireball Musketeer Witch
Guards Witch Fireball Musketeer Hunter
Fireball Musketeer Wizard Hunter Witch
Fireball Void

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 Void Musketeer Guards
Fireball Void Musketeer
Fireball Void
Fireball Musketeer Guards Void
Fireball Wizard
Fireball Wizard Musketeer Hunter Witch
Musketeer Wizard Witch
Fireball Wizard Hunter
Fireball Void Wizard
Fireball Musketeer Guards Void
Void Fireball Musketeer Wizard
Fireball Void Musketeer Wizard
Fireball Musketeer Void Hunter
Fireball Musketeer Void
Fireball Musketeer
Fireball Musketeer Wizard Hunter Witch
Fireball Musketeer Wizard
Fireball
Void Fireball Musketeer Wizard Hunter
Fireball Wizard Void Witch
Fireball Musketeer Void
Fireball Wizard Void
Void Musketeer
Fireball Musketeer Void
Fireball Wizard Hunter Witch
Witch
Fireball Void Musketeer Wizard Hunter Witch
Fireball Void Musketeer Wizard Witch
Fireball Void Musketeer
Fireball Musketeer Wizard Void Hunter Witch
Fireball Musketeer Wizard Guards Void Witch
Fireball Void
Void Fireball Musketeer Wizard Hunter
Void Fireball
Fireball Wizard
Fireball Musketeer Guards Void Witch
Fireball Musketeer Wizard Hunter Witch
Fireball
Fireball Void Musketeer Wizard Hunter
Fireball Musketeer Wizard
Void Fireball
Musketeer
Fireball Musketeer Guards Witch
Fireball Musketeer Void Witch
Void Fireball Musketeer Witch
Fireball Wizard Void
Void

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