My Best Clash Royale Deck

Deck Check Rating

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

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 Minions Musketeer Electro Wizard

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.

Bomber Musketeer Electro Giant Electro Wizard

Offensive cards

Win conditions

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

Royal Hogs Electro 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 Hogs Electro 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 Hogs Electro 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.

Royal Hogs 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
Bomber Minions Royal Hogs
Giant Snowball
Fire Spirit Bomber Minions Musketeer Royal Hogs
Zap
Fire Spirit Bomber Minions Royal Hogs
Barbarian Barrel
Fire Spirit Bomber Musketeer Royal Hogs Electro Wizard
The Log
Fire Spirit Bomber Musketeer Royal Hogs
Earthquake
Bomber Royal Hogs
Arrows
Fire Spirit Bomber Minions Royal Hogs
Royal Delivery
Fire Spirit Bomber Minions Musketeer Royal Hogs Electro Wizard
Fireball
Bomber Minions Musketeer Royal Hogs Electro Wizard
Poison
Bomber Minions Musketeer Royal Hogs Electro Wizard
Lightning
Musketeer Electro Wizard
Rocket
Musketeer Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Zap Electro Giant

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 Electro 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 Minions 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber Zap Minions Musketeer Electro Wizard Royal Hogs Electro Giant

Shortest cycle

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

8 Fire Spirit Bomber Zap Minions

Attack Synergies 1 11

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
Zap Royal Hogs
Bomber
Zap Minions Royal Hogs
Zap
Electro Wizard Fire Spirit Bomber Minions Musketeer Royal Hogs
Minions
Bomber Zap Royal Hogs
Musketeer
Zap Royal Hogs
Royal Hogs
Fire Spirit Bomber Zap Minions Musketeer Electro Wizard
Electro Giant
Electro Wizard
Zap Royal Hogs

Defense Synergies 1 10

Fire Spirit
Zap Electro Wizard
Bomber
Zap Electro Giant Electro Wizard
Zap
Electro Wizard Fire Spirit Bomber Minions Musketeer
Minions
Zap Musketeer Electro Wizard
Musketeer
Zap Minions Electro Wizard
Royal Hogs
Electro Giant
Bomber
Electro Wizard
Zap Fire Spirit Bomber Minions Musketeer

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 Zap Minions Musketeer Electro Wizard
Zap Minions Musketeer Electro Wizard
Fire Spirit Bomber Minions Musketeer Electro Wizard
Minions Musketeer Electro Wizard
Bomber
Fire Spirit Bomber Zap Minions Musketeer Electro Wizard
Minions Musketeer Electro Wizard Fire Spirit Zap
Zap Musketeer Electro Giant Electro Wizard
Minions Musketeer
Fire Spirit Bomber Musketeer Electro Wizard
Minions Electro Wizard Bomber Zap Musketeer Electro Giant
Minions Musketeer Zap Electro Wizard
Fire Spirit Bomber Zap Minions Musketeer Electro Wizard
Fire Spirit Bomber Zap Minions Electro Wizard
Electro Wizard
Zap Electro Giant Electro Wizard
Bomber Minions Musketeer Electro Wizard
Fire Spirit Bomber Zap Minions Musketeer Electro Wizard
Zap Fire Spirit Bomber Minions Musketeer Electro Wizard
Musketeer Electro Wizard
Bomber Fire Spirit Minions Musketeer Electro Giant Electro Wizard

Counters to secondary win conditions

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

Zap Electro Giant Electro Wizard
Electro Wizard Bomber Zap Musketeer
Zap Minions Musketeer Electro Wizard
Zap Musketeer Electro Wizard
Musketeer
Fire Spirit Electro Giant Zap Minions Musketeer Electro Wizard
Minions Musketeer Electro Wizard
Zap Electro Wizard Minions
Musketeer
Minions Musketeer
Zap Electro Giant Electro Wizard
Bomber Musketeer Electro Giant
Electro Giant Electro Wizard Bomber Zap Minions Musketeer
Minions Bomber Zap Musketeer Electro Giant Electro Wizard
Bomber 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
Zap Musketeer Electro Wizard
Musketeer
Bomber Fire Spirit Zap
Electro Giant Fire Spirit Zap Minions Musketeer
Fire Spirit Bomber Musketeer
Fire Spirit Zap
Zap
Fire Spirit Minions Musketeer Electro Wizard
Zap Musketeer Electro Wizard
Fire Spirit Zap Musketeer
Fire Spirit Musketeer
Minions Musketeer
Zap Musketeer
Bomber Zap Musketeer
Musketeer
Bomber Minions
Fire Spirit Bomber Zap Musketeer Electro Wizard
Fire Spirit Bomber Zap Electro Giant
Minions Musketeer
Musketeer
Zap Musketeer
Zap Electro Giant Fire Spirit Bomber
Zap Musketeer Electro Wizard
Zap Musketeer
Zap Musketeer
Fire Spirit Zap Musketeer Electro Giant Electro Wizard
Zap Electro Wizard Minions Musketeer Electro Giant
Bomber Zap Musketeer
Zap Electro Wizard
Zap Electro Wizard Fire Spirit Minions Musketeer
Fire Spirit Zap Musketeer Electro Wizard
Musketeer Electro Wizard
Bomber Zap Musketeer
Zap Electro Giant
Musketeer
Zap Electro Giant Minions Musketeer Electro Wizard
Zap Musketeer Electro Wizard
Zap Musketeer Electro Giant Electro Wizard

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