My Best Clash Royale Deck

Deck Check Rating

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

5 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Firecracker Musketeer Wizard Witch

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.

Firecracker Elixir Golem Musketeer Wizard Witch

Offensive cards

Win conditions

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

Elixir Golem Hog Rider

Damage spells

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

Rage

Punishments

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

Elixir Golem Hog Rider

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.

Barbarians Elixir Golem Hog Rider

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.

Firecracker Hog Rider

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 Hog Rider
Giant Snowball
Barbarians Musketeer Hog Rider Witch
Zap
Firecracker Witch
Barbarian Barrel
Firecracker Barbarians Elixir Golem Musketeer Wizard Witch
The Log
Firecracker Barbarians Elixir Golem Musketeer Hog Rider Witch
Earthquake
Firecracker Barbarians Elixir Golem Hog Rider Witch
Arrows
Firecracker Witch
Royal Delivery
Firecracker Barbarians Elixir Golem Musketeer Hog Rider Wizard Witch
Fireball
Firecracker Barbarians Elixir Golem Musketeer Hog Rider Wizard Witch
Poison
Firecracker Barbarians Elixir Golem Musketeer Wizard Witch
Lightning
Musketeer Wizard Witch
Rocket
Barbarians Musketeer Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard

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.

Elixir Golem Rage

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.

Barbarians Musketeer Wizard Witch

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.

Rage Firecracker Elixir Golem Musketeer Hog Rider Barbarians Wizard Witch

Shortest cycle

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

12 Rage Firecracker Elixir Golem Musketeer

Attack Synergies 6 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.

Firecracker
Elixir Golem Hog Rider
Barbarians
Hog Rider
Elixir Golem
Firecracker Rage Musketeer Hog Rider Wizard Witch
Musketeer
Hog Rider Elixir Golem
Hog Rider
Firecracker Musketeer Rage Barbarians Elixir Golem Wizard Witch
Wizard
Elixir Golem Hog Rider Rage
Rage
Elixir Golem Hog Rider Witch Wizard
Witch
Rage Elixir Golem Hog Rider

Defense Synergies 0 1

Firecracker
Musketeer
Barbarians
Elixir Golem
Musketeer
Firecracker
Hog Rider
Wizard
Rage
Witch

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.

Firecracker Musketeer Wizard
Barbarians Firecracker Musketeer Witch
Barbarians Witch Musketeer
Barbarians Witch Firecracker Musketeer
Firecracker Barbarians
Firecracker Musketeer
Musketeer Firecracker Wizard Witch
Barbarians Musketeer
Barbarians Witch Musketeer
Firecracker Barbarians Musketeer
Barbarians Witch Firecracker Musketeer Wizard
Musketeer Firecracker Wizard Witch
Barbarians Musketeer Wizard Witch
Wizard Firecracker Barbarians Witch
Barbarians
Barbarians
Barbarians Wizard Firecracker Musketeer Witch
Firecracker Barbarians Musketeer Wizard Witch
Wizard Witch Firecracker Barbarians Musketeer
Barbarians Musketeer
Wizard Firecracker Barbarians Musketeer Witch

Counters to secondary win conditions

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

Barbarians Witch
Firecracker Musketeer Wizard
Barbarians Musketeer Witch
Barbarians Musketeer
Barbarians Musketeer Witch
Firecracker Wizard Musketeer Witch
Barbarians Musketeer Witch
Barbarians
Firecracker Barbarians Witch
Witch Barbarians Musketeer
Barbarians Musketeer Witch
Barbarians
Barbarians Wizard Witch
Wizard Firecracker Barbarians Musketeer Witch
Barbarians Witch Firecracker Musketeer
Firecracker Barbarians Musketeer Wizard Witch

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.)

Firecracker Musketeer
Firecracker Musketeer
Firecracker Barbarians Musketeer
Wizard Firecracker
Firecracker Wizard Musketeer Witch
Firecracker Musketeer Wizard Witch
Firecracker Wizard
Firecracker Wizard
Musketeer
Firecracker Musketeer Wizard
Firecracker Musketeer Wizard
Firecracker Musketeer
Firecracker Musketeer
Firecracker Musketeer
Firecracker Musketeer Wizard Witch
Firecracker Musketeer Wizard
Firecracker Musketeer Wizard
Firecracker Wizard Witch
Musketeer
Wizard
Musketeer
Barbarians Musketeer
Firecracker Wizard Witch
Witch
Firecracker Musketeer Wizard Witch
Musketeer Wizard Witch
Firecracker Musketeer
Firecracker Musketeer Wizard Witch
Firecracker Musketeer Wizard Witch
Musketeer Wizard
Firecracker
Firecracker Wizard
Barbarians Musketeer Witch
Firecracker Musketeer Wizard Witch
Firecracker Musketeer Wizard
Firecracker Musketeer Wizard
Firecracker Musketeer
Firecracker Musketeer Witch
Firecracker Musketeer Witch
Firecracker Musketeer Witch
Firecracker Wizard

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