My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Flying Machine 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.

Knight Musketeer Flying Machine Electro Giant Electro Wizard

Offensive cards

Win conditions

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

Goblin Barrel Electro Giant

Damage spells

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

Earthquake

Punishments

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

Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Flying Machine 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.

Goblin Barrel 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
Goblin Barrel Guards
Giant Snowball
Musketeer Flying Machine Goblin Barrel Guards
Zap
Flying Machine Goblin Barrel Guards
Barbarian Barrel
Knight Musketeer Goblin Barrel Guards Electro Wizard
The Log
Musketeer Goblin Barrel Guards
Earthquake
Goblin Barrel Guards
Arrows
Flying Machine Goblin Barrel Guards
Royal Delivery
Knight Musketeer Flying Machine Goblin Barrel Guards Electro Wizard
Fireball
Musketeer Flying Machine Goblin Barrel Electro Wizard
Poison
Musketeer Flying Machine Guards Electro Wizard
Lightning
Knight Musketeer Electro Wizard
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Electro Giant

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 Electro Giant

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.

Goblin Barrel

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.

Musketeer Goblin Barrel 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Earthquake Goblin Barrel Guards Musketeer Flying Machine Electro Wizard Electro Giant

Shortest cycle

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

12 Knight Earthquake Goblin Barrel Guards

Attack Synergies 2 5

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 Goblin Barrel Earthquake Flying Machine Electro Wizard
Earthquake
Knight Electro Giant
Musketeer
Knight
Flying Machine
Knight
Goblin Barrel
Knight Guards
Guards
Goblin Barrel
Electro Giant
Earthquake
Electro Wizard
Knight

Defense Synergies 3 7

Knight
Musketeer Electro Wizard Earthquake Flying Machine
Earthquake
Knight
Musketeer
Knight Guards Flying Machine Electro Wizard
Flying Machine
Knight Musketeer Guards Electro Wizard
Goblin Barrel
Guards
Musketeer Flying Machine Electro Wizard
Electro Giant
Electro Wizard
Knight Musketeer Flying Machine Guards

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.

Earthquake Knight Musketeer Flying Machine Electro Wizard
Knight Musketeer Flying Machine Electro Wizard
Knight Musketeer Electro Wizard
Knight Musketeer Guards Electro Wizard
Earthquake
Earthquake Musketeer Flying Machine Guards Electro Wizard
Musketeer Electro Wizard Flying Machine
Earthquake Musketeer Flying Machine Electro Giant Electro Wizard
Musketeer
Knight Guards Musketeer Electro Wizard
Guards Electro Wizard Knight Earthquake Musketeer Flying Machine Electro Giant
Musketeer Flying Machine Electro Wizard
Knight Earthquake Musketeer Flying Machine Guards Electro Wizard
Earthquake Guards Electro Wizard
Knight Electro Wizard
Electro Giant Electro Wizard
Knight Musketeer Electro Wizard
Knight Musketeer Flying Machine Guards Electro Wizard
Earthquake Knight Musketeer Flying Machine Guards Electro Wizard
Musketeer Electro Wizard
Knight Earthquake Musketeer Flying Machine Guards Electro Giant Electro Wizard

Counters to secondary win conditions

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

Knight Guards Electro Giant Electro Wizard
Electro Wizard Knight Musketeer Flying Machine
Guards Knight Musketeer Electro Wizard
Guards Knight Musketeer Electro Wizard
Knight Musketeer Guards
Electro Giant Musketeer Flying Machine Electro Wizard
Guards Knight Musketeer Flying Machine Electro Wizard
Knight
Electro Wizard Knight Flying Machine
Musketeer Guards
Knight Musketeer Flying Machine Guards
Guards Electro Giant Electro Wizard
Knight Guards
Musketeer Flying Machine Electro Giant
Guards Electro Giant Electro Wizard Knight Musketeer Flying Machine
Earthquake Musketeer Flying Machine Electro Giant 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.)

Earthquake Knight Musketeer Flying Machine Guards
Musketeer Flying Machine Electro Wizard
Earthquake Flying Machine
Earthquake Knight Musketeer Flying Machine Guards
Earthquake
Electro Giant Musketeer Flying Machine
Earthquake Musketeer Flying Machine
Earthquake Flying Machine
Flying Machine
Musketeer Guards Electro Wizard
Knight Earthquake Musketeer Flying Machine Electro Wizard
Musketeer Flying Machine
Earthquake Flying Machine Knight Musketeer
Earthquake Musketeer Flying Machine
Earthquake Musketeer Flying Machine
Earthquake Musketeer Flying Machine
Earthquake Musketeer Flying Machine
Earthquake
Earthquake Musketeer Flying Machine Electro Wizard
Earthquake Flying Machine Electro Giant
Earthquake Musketeer
Musketeer
Earthquake Musketeer Flying Machine
Earthquake Electro Giant
Earthquake Musketeer Flying Machine Electro Wizard
Musketeer Flying Machine
Musketeer
Musketeer Flying Machine Electro Giant Electro Wizard
Electro Wizard Musketeer Flying Machine Guards Electro Giant
Earthquake Musketeer
Electro Wizard
Earthquake
Earthquake Electro Wizard Musketeer Flying Machine Guards
Musketeer Flying Machine Electro Wizard
Knight Musketeer Flying Machine Electro Wizard
Earthquake Musketeer Flying Machine
Electro Giant
Musketeer Flying Machine
Electro Giant Musketeer Flying Machine Guards Electro Wizard
Musketeer Flying Machine Electro Wizard
Musketeer Flying Machine Electro Giant Electro Wizard

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