My Best Clash Royale Deck

Deck Check Rating

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

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.

Musketeer Zappies Electro Wizard

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.

Royal Giant Musketeer Zappies Electro Wizard Lumberjack

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

Punishments

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

Royal Giant Lumberjack

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.

Royal Giant Lumberjack

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 Lumberjack

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
Cannon Musketeer Zappies Guards Lumberjack
Zap
Cannon Royal Giant Zappies Guards
Barbarian Barrel
Cannon Musketeer Zappies Guards Electro Wizard Lumberjack
The Log
Cannon Royal Giant Musketeer Zappies Guards Lumberjack
Earthquake
Cannon Zappies Guards
Arrows
Zappies Guards
Royal Delivery
Musketeer Zappies Guards Electro Wizard Lumberjack
Fireball
Cannon Musketeer Zappies Electro Wizard Lumberjack
Poison
Cannon Musketeer Zappies Guards Electro Wizard
Lightning
Cannon Musketeer Electro Wizard Lumberjack
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Cannon Guards Musketeer Zappies Electro Wizard Lumberjack Royal Giant

Shortest cycle

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

12 Zap Cannon Guards Musketeer

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.

Zap
Electro Wizard Royal Giant Musketeer Zappies Guards Lumberjack
Cannon
Royal Giant
Zap Musketeer Zappies Guards Electro Wizard Lumberjack
Musketeer
Zap Royal Giant Lumberjack
Zappies
Zap Royal Giant Lumberjack
Guards
Zap Royal Giant Lumberjack
Electro Wizard
Zap Royal Giant Lumberjack
Lumberjack
Zap Royal Giant Musketeer Zappies Guards Electro Wizard

Defense Synergies 5 15

Zap
Cannon Electro Wizard Musketeer Zappies Guards Lumberjack
Cannon
Zap Musketeer Guards Electro Wizard Lumberjack
Royal Giant
Musketeer
Cannon Guards Lumberjack Zap Zappies Electro Wizard
Zappies
Zap Musketeer Guards Electro Wizard Lumberjack
Guards
Musketeer Zap Cannon Zappies Electro Wizard Lumberjack
Electro Wizard
Zap Cannon Musketeer Zappies Guards Lumberjack
Lumberjack
Musketeer Zap Cannon Zappies Guards 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 Cannon Musketeer Zappies Electro Wizard
Lumberjack Zap Cannon Musketeer Zappies Electro Wizard
Cannon Lumberjack Musketeer Zappies Electro Wizard
Cannon Lumberjack Musketeer Zappies Guards Electro Wizard
Lumberjack
Zap Cannon Musketeer Zappies Guards Electro Wizard Lumberjack
Musketeer Electro Wizard Zap Cannon Zappies
Zap Cannon Musketeer Electro Wizard
Cannon Zappies Musketeer Lumberjack
Guards Cannon Musketeer Zappies Electro Wizard Lumberjack
Guards Electro Wizard Zap Cannon Musketeer Zappies Lumberjack
Musketeer Zap Zappies Electro Wizard
Cannon Lumberjack Zap Musketeer Zappies Guards Electro Wizard
Zap Cannon Zappies Guards Electro Wizard Lumberjack
Cannon Zappies Electro Wizard Lumberjack
Zap Cannon Zappies Electro Wizard Lumberjack
Cannon Musketeer Zappies Electro Wizard Lumberjack
Cannon Zap Musketeer Zappies Guards Electro Wizard Lumberjack
Zap Cannon Musketeer Zappies Guards Electro Wizard Lumberjack
Cannon Musketeer Zappies Electro Wizard Lumberjack
Cannon Musketeer Zappies Guards Electro Wizard Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Zap Zappies Electro Wizard
Electro Wizard Zap Musketeer Lumberjack
Zappies Guards Lumberjack Zap Musketeer Electro Wizard
Guards Lumberjack Zap Musketeer Zappies Electro Wizard
Cannon Musketeer Zappies Guards Lumberjack
Zap Musketeer Zappies Electro Wizard
Guards Musketeer Zappies Electro Wizard Lumberjack
Zappies Lumberjack
Zap Electro Wizard Zappies
Cannon Musketeer Zappies Guards
Musketeer Zappies Guards Lumberjack
Zap Guards Electro Wizard
Cannon Zappies Guards Lumberjack
Cannon Musketeer Zappies
Zappies Guards Electro Wizard Zap Musketeer Lumberjack
Zap Cannon Musketeer Zappies Electro Wizard
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.)

Musketeer Guards
Zap Musketeer Electro Wizard
Musketeer Guards
Zap
Zap Musketeer
Musketeer
Zap
Zap
Musketeer Guards Electro Wizard Lumberjack
Zap Musketeer Electro Wizard
Zap Musketeer
Musketeer
Musketeer
Zap Musketeer
Zap Musketeer
Musketeer
Zap Musketeer Electro Wizard
Zap
Musketeer
Musketeer
Zap Musketeer
Zap
Zap Musketeer Electro Wizard
Zap Musketeer
Zap Musketeer
Zap Musketeer Electro Wizard
Zap Electro Wizard Musketeer Zappies Guards
Zap Musketeer
Zap Zappies Electro Wizard
Zap Electro Wizard Musketeer Zappies Guards
Zap Musketeer Zappies Electro Wizard
Musketeer Electro Wizard Lumberjack
Zap Musketeer
Zap
Musketeer
Zap Musketeer Zappies Guards Electro Wizard
Zap Musketeer Zappies Electro Wizard
Zap Musketeer Electro Wizard

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