My Best Clash Royale Deck

Deck Check Rating

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

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 No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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 Zappies Goblin Hut Magic Archer

Defensive buildings

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

Goblin Hut

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 Zappies Goblin Hut Magic Archer Monk

Offensive cards

Win conditions

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

Royal Giant Miner

Damage spells

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

Missing

Punishments

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

Royal Giant Miner

Pump responses

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

Miner

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 Giant Magic Archer

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 Miner Magic Archer Monk

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 Miner
Giant Snowball
Musketeer Zappies Goblin Hut Miner
Zap
Royal Giant Zappies Goblin Hut
Barbarian Barrel
Electro Spirit Musketeer Zappies Goblin Hut Magic Archer
The Log
Electro Spirit Royal Giant Musketeer Zappies Goblin Hut
Earthquake
Zappies Goblin Hut
Arrows
Electro Spirit Zappies Goblin Hut
Royal Delivery
Electro Spirit Musketeer Zappies Goblin Hut Miner Magic Archer
Fireball
Musketeer Zappies Goblin Hut Magic Archer
Poison
Musketeer Zappies Goblin Hut Magic Archer
Lightning
Musketeer Goblin Hut Magic Archer Monk
Rocket
Musketeer Goblin Hut Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Magic Archer

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 Miner

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Miner Musketeer Zappies Magic Archer Goblin Hut Monk Royal Giant

Shortest cycle

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

12 Electro Spirit Miner Musketeer Zappies

Attack Synergies 1 14

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
Royal Giant Miner
Royal Giant
Miner Electro Spirit Musketeer Zappies Goblin Hut Magic Archer Monk
Musketeer
Royal Giant Goblin Hut Miner
Zappies
Royal Giant Goblin Hut Miner
Goblin Hut
Royal Giant Musketeer Zappies Miner Magic Archer
Miner
Royal Giant Electro Spirit Musketeer Zappies Goblin Hut Magic Archer
Magic Archer
Royal Giant Goblin Hut Miner
Monk
Royal Giant

Defense Synergies 0 3

Electro Spirit
Royal Giant
Musketeer
Zappies Goblin Hut Miner
Zappies
Musketeer
Goblin Hut
Musketeer
Miner
Musketeer
Magic Archer
Monk

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.

Musketeer Zappies Goblin Hut Magic Archer
Musketeer Zappies Goblin Hut Monk
Goblin Hut Musketeer Zappies
Goblin Hut Musketeer Zappies Monk
Monk
Electro Spirit Musketeer Zappies Magic Archer
Musketeer Electro Spirit Zappies Goblin Hut Magic Archer
Electro Spirit Musketeer Magic Archer Monk
Zappies Musketeer Goblin Hut
Musketeer Zappies Miner
Electro Spirit Musketeer Zappies Goblin Hut Magic Archer
Musketeer Zappies Goblin Hut Magic Archer
Goblin Hut Musketeer Zappies
Electro Spirit Zappies Goblin Hut Magic Archer
Zappies Goblin Hut
Monk Zappies Goblin Hut
Musketeer Zappies Goblin Hut
Electro Spirit Musketeer Zappies Goblin Hut Magic Archer
Electro Spirit Musketeer Zappies Goblin Hut Magic Archer
Musketeer Zappies Goblin Hut
Electro Spirit Musketeer Zappies

Counters to secondary win conditions

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

Zappies Goblin Hut
Musketeer Miner Magic Archer Monk
Zappies Musketeer Goblin Hut
Musketeer Zappies Monk
Musketeer Zappies Goblin Hut
Electro Spirit Musketeer Zappies Goblin Hut Magic Archer Monk
Musketeer Zappies Goblin Hut
Zappies
Electro Spirit Zappies Goblin Hut Magic Archer Monk
Musketeer Zappies Goblin Hut
Musketeer Zappies Goblin Hut
Monk
Zappies
Musketeer Zappies Magic Archer
Zappies Goblin Hut Electro Spirit Musketeer Magic Archer Monk
Electro Spirit Musketeer Zappies Goblin Hut Magic Archer
Electro Spirit Goblin Hut

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.)

Magic Archer Musketeer Monk
Monk Musketeer Miner Magic Archer
Goblin Hut Miner Magic Archer
Musketeer
Magic Archer
Electro Spirit Musketeer Magic Archer Monk
Musketeer Magic Archer
Magic Archer
Miner Monk
Musketeer
Miner Monk Musketeer Magic Archer
Monk Musketeer Magic Archer
Musketeer Goblin Hut Miner Magic Archer
Musketeer Magic Archer Monk
Musketeer Goblin Hut Magic Archer
Musketeer Goblin Hut Magic Archer
Magic Archer Musketeer Goblin Hut
Monk
Musketeer Magic Archer Monk
Miner Magic Archer Monk
Musketeer Magic Archer Monk
Musketeer Monk
Musketeer Monk
Electro Spirit Magic Archer
Miner Musketeer Magic Archer Monk
Musketeer Miner Magic Archer Monk
Miner Musketeer Magic Archer
Musketeer Magic Archer
Electro Spirit Musketeer Zappies Goblin Hut
Musketeer Miner Magic Archer
Electro Spirit Zappies Magic Archer Monk
Magic Archer Monk
Electro Spirit Musketeer Zappies Goblin Hut Magic Archer
Musketeer Zappies Magic Archer Monk
Miner Musketeer Magic Archer
Musketeer Magic Archer
Monk
Musketeer
Electro Spirit Musketeer Zappies Magic Archer
Musketeer Zappies Magic Archer
Musketeer Miner Magic Archer Monk
Monk

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: