My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Musketeer Electro Dragon Goblin Giant Ice 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.

Knight Elixir Golem Musketeer Electro Dragon Goblin Giant Ice Wizard Skeleton King

Offensive cards

Win conditions

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

Elixir Golem Goblin Giant

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.

Elixir Golem Goblin 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.

Knight Barbarians Elixir Golem Goblin Giant Skeleton King

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 Skeleton King
Giant Snowball
Barbarians Musketeer Electro Dragon Skeleton King
Zap
Goblin Giant Skeleton King
Barbarian Barrel
Knight Barbarians Elixir Golem Musketeer Ice Wizard Skeleton King
The Log
Barbarians Elixir Golem Musketeer Skeleton King
Earthquake
Barbarians Elixir Golem Skeleton King
Arrows
Skeleton King
Royal Delivery
Knight Barbarians Elixir Golem Musketeer Electro Dragon Ice Wizard Skeleton King
Fireball
Barbarians Elixir Golem Musketeer Electro Dragon Ice Wizard Skeleton King
Poison
Barbarians Elixir Golem Musketeer Electro Dragon Ice Wizard Skeleton King
Lightning
Knight Musketeer Electro Dragon Ice Wizard Skeleton King
Rocket
Barbarians Musketeer Electro Dragon Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Dragon Ice Wizard Skeleton King

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.

Knight Elixir Golem Ice Wizard

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 Ice 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Elixir Golem Ice Wizard Musketeer Skeleton King Barbarians Electro Dragon Goblin Giant

Shortest cycle

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

13 Knight Elixir Golem Ice Wizard Musketeer

Attack Synergies 1 10

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.

Knight
Musketeer Electro Dragon Ice Wizard
Barbarians
Elixir Golem
Musketeer Electro Dragon Ice Wizard
Musketeer
Knight Elixir Golem Electro Dragon Goblin Giant
Electro Dragon
Knight Elixir Golem Musketeer Goblin Giant Ice Wizard
Goblin Giant
Musketeer Electro Dragon Ice Wizard
Ice Wizard
Knight Elixir Golem Electro Dragon Goblin Giant
Skeleton King

Defense Synergies 3 3

Knight
Musketeer Electro Dragon Ice Wizard
Barbarians
Elixir Golem
Musketeer
Knight Skeleton King
Electro Dragon
Knight Ice Wizard
Goblin Giant
Ice Wizard
Knight Electro Dragon Skeleton King
Skeleton King
Musketeer Ice 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.

Knight Musketeer Electro Dragon Goblin Giant
Barbarians Knight Musketeer Electro Dragon Ice Wizard
Barbarians Knight Musketeer Electro Dragon Ice Wizard
Barbarians Knight Musketeer Electro Dragon Ice Wizard Skeleton King
Barbarians
Musketeer Electro Dragon Ice Wizard
Musketeer Electro Dragon Ice Wizard
Barbarians Musketeer Electro Dragon Goblin Giant
Barbarians Musketeer Ice Wizard Skeleton King
Knight Barbarians Musketeer Ice Wizard
Barbarians Ice Wizard Knight Musketeer Electro Dragon Goblin Giant Skeleton King
Musketeer Electro Dragon Ice Wizard
Barbarians Knight Musketeer Electro Dragon Ice Wizard
Barbarians Electro Dragon Skeleton King
Barbarians Knight Skeleton King
Barbarians
Barbarians Knight Musketeer Electro Dragon
Knight Barbarians Musketeer Electro Dragon Ice Wizard
Knight Barbarians Musketeer Electro Dragon Ice Wizard
Barbarians Musketeer
Knight Barbarians Musketeer Electro Dragon Goblin Giant

Counters to secondary win conditions

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

Knight Barbarians
Knight Musketeer Electro Dragon
Barbarians Knight Musketeer Electro Dragon Goblin Giant
Knight Barbarians Musketeer Goblin Giant
Barbarians Knight Musketeer Goblin Giant
Musketeer Electro Dragon Goblin Giant Ice Wizard
Knight Barbarians Musketeer Goblin Giant Ice Wizard
Knight Barbarians Goblin Giant
Electro Dragon Knight Barbarians
Barbarians Musketeer Goblin Giant
Knight Barbarians Musketeer Electro Dragon
Barbarians Goblin Giant
Barbarians Knight Goblin Giant Skeleton King
Barbarians Musketeer Electro Dragon
Barbarians Electro Dragon Knight Musketeer Goblin Giant Skeleton King
Barbarians Musketeer Electro Dragon Ice Wizard Skeleton King
Ice 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.)

Knight Musketeer Electro Dragon
Musketeer Electro Dragon Ice Wizard
Electro Dragon Goblin Giant
Knight Barbarians Musketeer
Musketeer Electro Dragon Goblin Giant Ice Wizard
Musketeer
Electro Dragon Ice Wizard
Electro Dragon
Musketeer Electro Dragon
Knight Musketeer Electro Dragon
Musketeer Electro Dragon
Knight Musketeer
Musketeer Electro Dragon
Musketeer
Musketeer Electro Dragon
Musketeer Electro Dragon
Musketeer Electro Dragon
Electro Dragon
Musketeer
Musketeer
Barbarians Musketeer Electro Dragon
Electro Dragon Ice Wizard
Musketeer Electro Dragon Ice Wizard
Musketeer Electro Dragon
Musketeer
Musketeer Electro Dragon Ice Wizard
Electro Dragon Musketeer
Musketeer Electro Dragon
Electro Dragon
Barbarians Musketeer Electro Dragon
Musketeer Electro Dragon Ice Wizard
Knight Musketeer Electro Dragon
Musketeer Electro Dragon Skeleton King
Musketeer Electro Dragon
Electro Dragon Musketeer Skeleton King
Musketeer Electro Dragon
Electro Dragon Musketeer Goblin Giant
Electro Dragon

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