My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Great!
Synergy
RIP
Versatility
Good
F2P score
RIP

1 problems 3 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Musketeer Magic Archer

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.

Musketeer Giant Skeleton Bandit Magic Archer

Offensive cards

Win conditions

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

Wall Breakers

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.

Wall Breakers Bandit

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.

Electro Spirit Heal Spirit Wall Breakers Giant Skeleton Bandit 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 Giant Skeleton Bandit Magic Archer

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
Wall Breakers Giant Skeleton Bandit
Giant Snowball
Musketeer Wall Breakers
Zap
Wall Breakers Bandit
Barbarian Barrel
Electro Spirit Heal Spirit Musketeer Wall Breakers Giant Skeleton Bandit Magic Archer
The Log
Electro Spirit Heal Spirit Musketeer Wall Breakers Giant Skeleton Bandit
Earthquake
Arrows
Electro Spirit Heal Spirit Wall Breakers
Royal Delivery
Electro Spirit Heal Spirit Musketeer Wall Breakers Giant Skeleton Bandit Magic Archer
Fireball
Musketeer Wall Breakers Bandit Magic Archer
Poison
Musketeer Magic Archer
Lightning
Musketeer Bandit Magic Archer
Rocket
Musketeer 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

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.

Electro Spirit Heal Spirit Giant Skeleton

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.

Heal Spirit 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Electro Spirit Heal Spirit Wall Breakers Bandit Musketeer Magic Archer Giant Skeleton

Shortest cycle

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

4 Mirror Electro Spirit Heal Spirit Wall Breakers

Attack Synergies 0 15

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
Wall Breakers Giant Skeleton Bandit
Heal Spirit
Musketeer Giant Skeleton Bandit
Musketeer
Heal Spirit Mirror Giant Skeleton Bandit
Mirror
Musketeer Wall Breakers Giant Skeleton Magic Archer
Wall Breakers
Electro Spirit Mirror
Giant Skeleton
Electro Spirit Heal Spirit Musketeer Mirror Bandit Magic Archer
Bandit
Electro Spirit Heal Spirit Musketeer Giant Skeleton Magic Archer
Magic Archer
Mirror Giant Skeleton Bandit

Defense Synergies 0 6

Electro Spirit
Heal Spirit
Musketeer
Mirror Giant Skeleton Bandit
Mirror
Musketeer Magic Archer
Wall Breakers
Giant Skeleton
Musketeer Magic Archer
Bandit
Musketeer Magic Archer
Magic Archer
Mirror Giant Skeleton Bandit

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 Magic Archer
Musketeer Bandit
Musketeer Giant Skeleton Bandit
Musketeer Bandit
Giant Skeleton
Electro Spirit Musketeer Bandit Magic Archer
Musketeer Electro Spirit Magic Archer
Electro Spirit Musketeer Giant Skeleton Bandit Magic Archer
Musketeer
Musketeer Giant Skeleton Bandit
Electro Spirit Musketeer Giant Skeleton Bandit Magic Archer
Musketeer Magic Archer
Musketeer Giant Skeleton Bandit
Electro Spirit Magic Archer
Bandit
Bandit
Musketeer
Electro Spirit Musketeer Bandit Magic Archer
Electro Spirit Musketeer Giant Skeleton Bandit Magic Archer
Musketeer
Electro Spirit Musketeer Giant Skeleton Bandit

Counters to secondary win conditions

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

Giant Skeleton Bandit
Bandit Musketeer Magic Archer
Giant Skeleton Bandit Musketeer
Giant Skeleton Musketeer Bandit
Giant Skeleton Musketeer Bandit
Electro Spirit Musketeer Magic Archer
Musketeer Giant Skeleton Bandit
Giant Skeleton
Giant Skeleton Electro Spirit Bandit Magic Archer
Musketeer
Musketeer Giant Skeleton
Giant Skeleton
Giant Skeleton Bandit
Musketeer Magic Archer
Electro Spirit Musketeer Giant Skeleton Magic Archer
Electro Spirit Musketeer Giant Skeleton Magic Archer
Electro Spirit

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 Giant Skeleton Bandit
Musketeer Bandit Magic Archer
Giant Skeleton Bandit Magic Archer
Musketeer Giant Skeleton
Magic Archer
Electro Spirit Musketeer Magic Archer
Musketeer Magic Archer
Magic Archer
Bandit
Musketeer
Musketeer Bandit Magic Archer
Musketeer Magic Archer
Musketeer Bandit Magic Archer
Musketeer Bandit Magic Archer
Musketeer Magic Archer
Musketeer Bandit Magic Archer
Magic Archer Musketeer Bandit
Musketeer Bandit Magic Archer
Magic Archer
Musketeer Giant Skeleton Magic Archer
Musketeer
Musketeer
Electro Spirit Magic Archer
Musketeer Bandit Magic Archer
Musketeer Bandit Magic Archer
Musketeer Bandit Magic Archer
Musketeer Magic Archer
Electro Spirit Musketeer
Musketeer Bandit Magic Archer
Electro Spirit Magic Archer
Giant Skeleton
Magic Archer
Electro Spirit Musketeer Bandit Magic Archer
Musketeer Magic Archer
Musketeer Magic Archer
Musketeer Magic Archer
Giant Skeleton
Musketeer
Electro Spirit Musketeer Giant Skeleton Magic Archer
Musketeer Magic Archer
Musketeer Giant Skeleton Bandit Magic Archer

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