My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Fire Spirit Musketeer Electro Wizard Little Prince

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 Electro Wizard Little Prince

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.

Zap Rage

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.

Missing

Dropped at the bridge

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

Fire Spirit 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
Royal Giant Guards
Giant Snowball
Fire Spirit Musketeer Guards Little Prince
Zap
Fire Spirit Royal Giant Guards Little Prince
Barbarian Barrel
Fire Spirit Musketeer Guards Electro Wizard Little Prince
The Log
Fire Spirit Royal Giant Musketeer Guards Little Prince
Earthquake
Guards
Arrows
Fire Spirit Guards Little Prince
Royal Delivery
Fire Spirit Musketeer Guards Electro Wizard Little Prince
Fireball
Musketeer Electro Wizard Little Prince
Poison
Musketeer Guards Electro Wizard Little Prince
Lightning
Musketeer Electro Wizard Little Prince
Rocket
Musketeer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap

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.

Fire Spirit Rage 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

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.

Fire Spirit 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Rage Guards Little Prince Musketeer Electro Wizard Royal Giant

Shortest cycle

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

8 Fire Spirit Zap Rage 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.

Fire Spirit
Royal Giant Zap
Zap
Electro Wizard Fire Spirit Royal Giant Musketeer Guards Little Prince
Royal Giant
Fire Spirit Zap Musketeer Guards Electro Wizard
Musketeer
Zap Royal Giant
Rage
Electro Wizard
Guards
Zap Royal Giant
Electro Wizard
Zap Royal Giant Rage
Little Prince
Zap

Defense Synergies 2 8

Fire Spirit
Zap Electro Wizard
Zap
Electro Wizard Fire Spirit Musketeer Guards Little Prince
Royal Giant
Musketeer
Guards Zap Electro Wizard
Rage
Guards
Musketeer Zap Electro Wizard
Electro Wizard
Zap Fire Spirit Musketeer Guards Little Prince
Little Prince
Zap Electro Wizard

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 Electro Wizard
Zap Musketeer Electro Wizard
Fire Spirit Musketeer Electro Wizard
Musketeer Guards Electro Wizard
Fire Spirit Zap Musketeer Guards Electro Wizard
Musketeer Electro Wizard Fire Spirit Zap Little Prince
Zap Musketeer Electro Wizard
Musketeer
Guards Fire Spirit Musketeer Electro Wizard Little Prince
Guards Electro Wizard Zap Musketeer
Musketeer Zap Electro Wizard
Fire Spirit Zap Musketeer Guards Electro Wizard
Fire Spirit Zap Guards Electro Wizard
Electro Wizard
Zap Electro Wizard
Musketeer Electro Wizard
Fire Spirit Zap Musketeer Guards Electro Wizard Little Prince
Zap Fire Spirit Musketeer Guards Electro Wizard Little Prince
Musketeer Electro Wizard
Fire Spirit Musketeer Guards Electro Wizard Little Prince

Counters to secondary win conditions

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

Guards Zap Electro Wizard
Electro Wizard Zap Musketeer
Guards Zap Musketeer Electro Wizard
Guards Zap Musketeer Electro Wizard
Musketeer Guards
Fire Spirit Zap Musketeer Electro Wizard
Guards Musketeer Electro Wizard
Zap Electro Wizard
Musketeer Guards
Musketeer Guards
Zap Guards Electro Wizard
Guards
Musketeer
Guards Electro Wizard Zap Musketeer Little Prince
Zap Musketeer Electro Wizard
Zap 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.)

Musketeer Guards
Zap Musketeer Electro Wizard
Musketeer Guards
Fire Spirit Zap
Fire Spirit Zap Musketeer
Fire Spirit Musketeer
Fire Spirit Zap
Zap
Fire Spirit Musketeer Guards Electro Wizard
Zap Musketeer Electro Wizard
Fire Spirit Zap Musketeer
Fire Spirit Musketeer
Musketeer
Zap Musketeer
Zap Musketeer
Musketeer
Fire Spirit Zap Musketeer Electro Wizard
Fire Spirit Zap Little Prince
Musketeer
Musketeer
Zap Musketeer
Zap Fire Spirit Little Prince
Zap Musketeer Electro Wizard
Zap Musketeer
Zap Musketeer
Fire Spirit Zap Musketeer Electro Wizard Little Prince
Zap Electro Wizard Musketeer Guards
Zap Musketeer
Zap Electro Wizard
Zap Electro Wizard Fire Spirit Musketeer Guards
Fire Spirit Zap Musketeer Electro Wizard
Musketeer Electro Wizard
Zap Musketeer
Zap
Musketeer
Zap Musketeer Guards Electro Wizard
Zap Musketeer Electro Wizard
Zap Musketeer Electro Wizard Little Prince

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