My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Wizard Little Prince

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Musketeer Giant Electro Wizard Little Prince

Offensive cards

Win conditions

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

Giant

Damage spells

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

Fireball

Punishments

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

Giant

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.

Knight 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.

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
Giant Guards
Giant Snowball
Cannon Musketeer Guards Little Prince
Zap
Cannon Guards Little Prince
Barbarian Barrel
Knight Cannon Musketeer Guards Electro Wizard Little Prince
The Log
Cannon Musketeer Guards Little Prince
Earthquake
Cannon Guards
Arrows
Guards Little Prince
Royal Delivery
Knight Musketeer Guards Electro Wizard Little Prince
Fireball
Cannon Musketeer Electro Wizard Little Prince
Poison
Cannon Musketeer Guards Electro Wizard Little Prince
Lightning
Knight Cannon Musketeer Electro Wizard Little Prince
Rocket
Musketeer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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.

Knight 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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Cannon Guards Little Prince Fireball Musketeer Electro Wizard Giant

Shortest cycle

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

12 Knight Cannon Guards Little Prince

Attack Synergies 2 9

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 Fireball Electro Wizard Little Prince
Cannon
Fireball
Knight Giant Electro Wizard Little Prince
Musketeer
Knight Giant
Giant
Musketeer Fireball Guards Electro Wizard Little Prince
Guards
Giant
Electro Wizard
Knight Fireball Giant
Little Prince
Knight Fireball Giant

Defense Synergies 6 11

Knight
Cannon Musketeer Electro Wizard Little Prince Fireball
Cannon
Knight Musketeer Fireball Guards Electro Wizard Little Prince
Fireball
Knight Cannon Musketeer Electro Wizard Little Prince
Musketeer
Knight Cannon Guards Fireball Electro Wizard
Giant
Guards
Musketeer Cannon Electro Wizard
Electro Wizard
Knight Cannon Fireball Musketeer Guards Little Prince
Little Prince
Knight Cannon Fireball Electro 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 Cannon Fireball Musketeer Electro Wizard
Knight Cannon Musketeer Electro Wizard
Cannon Knight Musketeer Electro Wizard
Cannon Knight Musketeer Guards Electro Wizard
Fireball
Fireball Cannon Musketeer Guards Electro Wizard
Musketeer Electro Wizard Cannon Fireball Little Prince
Cannon Fireball Musketeer Electro Wizard
Cannon Musketeer
Knight Guards Cannon Musketeer Electro Wizard Little Prince
Guards Electro Wizard Knight Cannon Fireball Musketeer
Musketeer Fireball Electro Wizard
Cannon Knight Fireball Musketeer Guards Electro Wizard
Fireball Cannon Guards Electro Wizard
Knight Cannon Electro Wizard
Cannon Fireball Electro Wizard
Knight Cannon Fireball Musketeer Electro Wizard
Cannon Fireball Knight Musketeer Guards Electro Wizard Little Prince
Knight Cannon Fireball Musketeer Guards Electro Wizard Little Prince
Cannon Musketeer Electro Wizard
Knight Cannon Fireball Musketeer Guards Electro Wizard Little Prince

Counters to secondary win conditions

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

Knight Guards Fireball Electro Wizard
Fireball Electro Wizard Knight Musketeer
Guards Knight Musketeer Electro Wizard
Guards Knight Fireball Musketeer Electro Wizard
Knight Cannon Musketeer Guards
Fireball Musketeer Electro Wizard
Guards Knight Fireball Musketeer Electro Wizard
Knight
Electro Wizard Knight Fireball
Cannon Musketeer Guards
Knight Musketeer Guards
Fireball Guards Electro Wizard
Knight Cannon Fireball Guards
Cannon Fireball Musketeer
Guards Electro Wizard Knight Fireball Musketeer Little Prince
Cannon Fireball Musketeer Electro Wizard
Cannon Fireball 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.)

Fireball Knight Musketeer Guards
Fireball Musketeer Electro Wizard
Fireball
Knight Fireball Musketeer Guards
Fireball
Fireball Musketeer
Musketeer
Fireball
Fireball
Fireball Musketeer Guards Electro Wizard
Knight Fireball Musketeer Electro Wizard
Fireball Musketeer
Knight Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball
Fireball Musketeer Electro Wizard
Fireball Little Prince
Fireball Musketeer
Fireball
Musketeer
Fireball Musketeer
Fireball Little Prince
Fireball Musketeer Electro Wizard
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer Electro Wizard Little Prince
Electro Wizard Fireball Musketeer Guards
Fireball
Fireball Musketeer
Fireball Electro Wizard
Fireball
Electro Wizard Fireball Musketeer Guards
Fireball Musketeer Electro Wizard
Fireball
Fireball Knight Musketeer Electro Wizard
Fireball Musketeer
Fireball
Musketeer
Fireball Musketeer Guards Electro Wizard
Fireball Musketeer Electro Wizard
Fireball Musketeer Electro Wizard Little Prince
Fireball

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