My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Musketeer Electro Dragon

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.

Elixir Golem Musketeer Electro Dragon

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Fireball Rage

Punishments

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

Elixir Golem

Pump responses

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

Fireball

Dropped at the bridge

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

Elixir Golem Battle Healer

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 Dragon

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
Elixir Golem Guards
Giant Snowball
Musketeer Guards Electro Dragon
Zap
Guards
Barbarian Barrel
Elixir Golem Musketeer Guards
The Log
Elixir Golem Musketeer Guards
Earthquake
Elixir Golem Guards
Arrows
Guards
Royal Delivery
Elixir Golem Musketeer Battle Healer Guards Electro Dragon
Fireball
Elixir Golem Musketeer Battle Healer Electro Dragon
Poison
Elixir Golem Musketeer Battle Healer Guards Electro Dragon
Lightning
Musketeer Battle Healer Electro Dragon
Rocket
Musketeer Battle Healer Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Electro Dragon

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.

Arrows Elixir Golem Battle Healer 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.

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Elixir Golem Guards Fireball Musketeer Battle Healer Electro Dragon

Shortest cycle

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

11 Rage Arrows Elixir Golem Guards

Attack Synergies 5 8

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.

Arrows
Fireball Elixir Golem Battle Healer
Elixir Golem
Battle Healer Rage Arrows Fireball Musketeer Electro Dragon
Fireball
Arrows Elixir Golem
Musketeer
Elixir Golem Battle Healer Electro Dragon
Battle Healer
Elixir Golem Rage Electro Dragon Arrows Musketeer
Rage
Elixir Golem Battle Healer Electro Dragon
Guards
Electro Dragon
Battle Healer Elixir Golem Musketeer Rage

Defense Synergies 3 5

Arrows
Fireball Battle Healer
Elixir Golem
Fireball
Arrows Musketeer Battle Healer
Musketeer
Battle Healer Guards Fireball
Battle Healer
Musketeer Electro Dragon Arrows Fireball
Rage
Guards
Musketeer Electro Dragon
Electro Dragon
Battle Healer 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 Electro Dragon
Musketeer Battle Healer Electro Dragon
Musketeer Electro Dragon
Musketeer Guards Electro Dragon
Arrows Fireball Battle Healer
Arrows Fireball Musketeer Guards Electro Dragon
Musketeer Arrows Fireball Electro Dragon
Arrows Fireball Musketeer Battle Healer Electro Dragon
Musketeer
Guards Musketeer Battle Healer
Guards Arrows Fireball Musketeer Electro Dragon
Arrows Musketeer Fireball Electro Dragon
Fireball Musketeer Battle Healer Guards Electro Dragon
Fireball Arrows Guards Electro Dragon
Fireball
Arrows Fireball Musketeer Electro Dragon
Arrows Fireball Musketeer Battle Healer Guards Electro Dragon
Arrows Fireball Musketeer Battle Healer Guards Electro Dragon
Musketeer
Arrows Fireball Musketeer Battle Healer Guards Electro Dragon

Counters to secondary win conditions

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

Guards Fireball Battle Healer
Fireball Arrows Musketeer Battle Healer Electro Dragon
Guards Musketeer Battle Healer Electro Dragon
Guards Fireball Musketeer Battle Healer
Musketeer Battle Healer Guards
Arrows Fireball Musketeer Electro Dragon
Guards Fireball Musketeer Battle Healer
Battle Healer
Electro Dragon Fireball
Musketeer Guards
Musketeer Guards Electro Dragon
Arrows Fireball Guards
Fireball Guards
Fireball Musketeer Electro Dragon
Guards Electro Dragon Fireball Musketeer Battle Healer
Arrows Fireball Musketeer Battle Healer Electro Dragon
Arrows Fireball

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 Arrows Musketeer Guards Electro Dragon
Arrows Fireball Musketeer Electro Dragon
Arrows Fireball Electro Dragon
Arrows Fireball Musketeer Guards
Fireball Arrows
Arrows Fireball Musketeer Electro Dragon
Arrows Musketeer
Arrows Fireball Electro Dragon
Arrows Fireball Electro Dragon
Fireball Musketeer Guards Electro Dragon
Arrows Fireball Musketeer Electro Dragon
Fireball Arrows Musketeer Electro Dragon
Fireball Musketeer
Arrows Fireball Musketeer Electro Dragon
Arrows Fireball Musketeer
Arrows Fireball Musketeer Electro Dragon
Arrows Fireball Musketeer Electro Dragon
Arrows Fireball
Arrows Fireball Musketeer Electro Dragon
Arrows Fireball Electro Dragon
Fireball Musketeer
Arrows Fireball
Musketeer
Arrows Fireball Musketeer Electro Dragon
Arrows Fireball Electro Dragon
Arrows Fireball Musketeer Electro Dragon
Fireball Arrows Musketeer Electro Dragon
Fireball Arrows Musketeer
Arrows Fireball Musketeer Electro Dragon
Electro Dragon Fireball Musketeer Guards
Fireball
Arrows Fireball Musketeer Electro Dragon
Arrows Fireball Electro Dragon
Arrows Fireball
Fireball Musketeer Guards Electro Dragon
Fireball Arrows Musketeer Electro Dragon
Arrows Fireball
Fireball Musketeer Electro Dragon
Arrows Fireball Musketeer Electro Dragon
Arrows Fireball
Musketeer Electro Dragon
Electro Dragon Fireball Musketeer Guards
Fireball Musketeer Electro Dragon
Electro Dragon Fireball Musketeer
Fireball Electro Dragon

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