My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 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 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!
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 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!
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!

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.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Ice Spirit Bomber Knight Musketeer

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.

Missing

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.

Ice Spirit Goblins Knight

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
Skeletons Bomber Guards
Giant Snowball
Skeletons Goblins Bomber Cannon Musketeer Guards
Zap
Skeletons Goblins Bomber Cannon Guards
Barbarian Barrel
Skeletons Ice Spirit Goblins Bomber Knight Cannon Musketeer Guards
The Log
Skeletons Ice Spirit Goblins Bomber Cannon Musketeer Guards
Earthquake
Skeletons Bomber Cannon Guards
Arrows
Skeletons Ice Spirit Goblins Bomber Guards
Royal Delivery
Skeletons Ice Spirit Goblins Bomber Knight Musketeer Guards
Fireball
Bomber Cannon Musketeer
Poison
Bomber Cannon Musketeer Guards
Lightning
Knight Cannon Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Bomber

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.

Ice Spirit Knight Guards

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.

Ice Spirit Goblins 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Goblins Bomber Knight Cannon Guards Musketeer

Shortest cycle

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

6 Skeletons Ice Spirit Goblins Bomber

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.

Skeletons
Ice Spirit
Knight Goblins Bomber Musketeer Guards
Goblins
Ice Spirit
Bomber
Ice Spirit Knight
Knight
Ice Spirit Musketeer Bomber
Cannon
Musketeer
Knight Ice Spirit
Guards
Ice Spirit

Defense Synergies 8 15

Skeletons
Cannon Musketeer Ice Spirit Bomber Knight
Ice Spirit
Musketeer Skeletons Goblins Bomber Knight Cannon Guards
Goblins
Ice Spirit Bomber Knight Cannon Musketeer
Bomber
Knight Skeletons Ice Spirit Goblins Cannon Guards
Knight
Bomber Cannon Musketeer Skeletons Ice Spirit Goblins
Cannon
Skeletons Knight Musketeer Ice Spirit Goblins Bomber Guards
Musketeer
Skeletons Ice Spirit Knight Cannon Guards Goblins
Guards
Musketeer Ice Spirit Bomber Cannon

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.

Bomber Knight Cannon Musketeer
Skeletons Ice Spirit Goblins Knight Cannon Musketeer
Cannon Skeletons Goblins Bomber Knight Musketeer
Cannon Skeletons Goblins Knight Musketeer Guards
Bomber
Skeletons Goblins Bomber Cannon Musketeer Guards
Musketeer Ice Spirit Cannon
Cannon Musketeer
Cannon Skeletons Goblins Musketeer
Knight Guards Skeletons Ice Spirit Goblins Bomber Cannon Musketeer
Goblins Guards Skeletons Bomber Knight Cannon Musketeer
Musketeer
Cannon Skeletons Ice Spirit Bomber Knight Musketeer Guards
Bomber Ice Spirit Goblins Cannon Guards
Knight Cannon
Ice Spirit Cannon
Skeletons Goblins Bomber Knight Cannon Musketeer
Ice Spirit Cannon Goblins Bomber Knight Musketeer Guards
Ice Spirit Bomber Knight Cannon Musketeer Guards
Cannon Musketeer
Bomber Goblins Knight Cannon Musketeer Guards

Counters to secondary win conditions

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

Knight Guards Skeletons Goblins
Bomber Knight Musketeer
Guards Skeletons Ice Spirit Goblins Knight Musketeer
Guards Knight Musketeer
Skeletons Knight Cannon Musketeer Guards
Skeletons Ice Spirit Musketeer
Guards Skeletons Goblins Knight Musketeer
Knight
Skeletons Ice Spirit Goblins Knight
Skeletons Cannon Musketeer Guards
Knight Musketeer Guards
Guards
Skeletons Knight Cannon Guards
Bomber Cannon Musketeer
Guards Skeletons Ice Spirit Goblins Bomber Knight Musketeer
Bomber Cannon Musketeer
Bomber Cannon

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.)

Knight Musketeer Guards
Musketeer
Knight Musketeer Guards
Bomber
Ice Spirit Musketeer
Bomber Musketeer
Ice Spirit
Goblins Musketeer Guards
Knight Musketeer
Musketeer
Knight Musketeer
Musketeer
Musketeer
Bomber Musketeer
Musketeer
Bomber
Bomber Musketeer
Bomber
Musketeer
Musketeer
Musketeer
Ice Spirit Bomber
Musketeer
Musketeer
Musketeer
Musketeer
Ice Spirit Musketeer Guards
Bomber Musketeer
Ice Spirit
Ice Spirit Musketeer Guards
Musketeer
Knight Musketeer
Bomber Musketeer
Musketeer
Ice Spirit Musketeer Guards
Musketeer
Musketeer

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