My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Musketeer Electro Wizard Mother 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.

Knight Elixir Golem Musketeer Prince Electro Wizard Mother Witch Skeleton King

Offensive cards

Win conditions

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

Elixir Golem

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.

Elixir Golem Prince

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 Elixir Golem Prince 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 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
Elixir Golem Prince Skeleton King
Giant Snowball
Musketeer Skeleton King
Zap
Prince Skeleton King
Barbarian Barrel
Knight Elixir Golem Musketeer Electro Wizard Skeleton King
The Log
Elixir Golem Musketeer Prince Skeleton King
Earthquake
Elixir Golem Skeleton King
Arrows
Skeleton King
Royal Delivery
Knight Elixir Golem Musketeer Prince Electro Wizard Mother Witch Skeleton King
Fireball
Elixir Golem Musketeer Electro Wizard Mother Witch Skeleton King
Poison
Elixir Golem Musketeer Electro Wizard Mother Witch Skeleton King
Lightning
Knight Musketeer Prince Electro Wizard Mother Witch Skeleton King
Rocket
Musketeer Prince Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Skeleton King

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 Elixir Golem Prince Mother Witch

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Elixir Golem Fireball Musketeer Electro Wizard Mother Witch Skeleton King Prince

Shortest cycle

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

14 Knight Elixir Golem Fireball Musketeer

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.

Knight
Musketeer Fireball Prince Electro Wizard Mother Witch
Elixir Golem
Fireball Musketeer Mother Witch
Fireball
Knight Elixir Golem Electro Wizard Skeleton King
Musketeer
Knight Elixir Golem Prince
Prince
Knight Musketeer Electro Wizard
Electro Wizard
Knight Fireball Prince
Mother Witch
Knight Elixir Golem
Skeleton King
Fireball

Defense Synergies 2 8

Knight
Musketeer Electro Wizard Fireball Mother Witch
Elixir Golem
Fireball
Knight Musketeer Electro Wizard
Musketeer
Knight Fireball Electro Wizard Skeleton King
Prince
Electro Wizard
Electro Wizard
Knight Fireball Musketeer Prince
Mother Witch
Knight Skeleton King
Skeleton King
Musketeer Mother 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.

Knight Fireball Musketeer Electro Wizard
Knight Musketeer Prince Electro Wizard
Prince Knight Musketeer Electro Wizard
Prince Knight Musketeer Electro Wizard Skeleton King
Fireball Prince
Fireball Musketeer Electro Wizard Mother Witch
Musketeer Electro Wizard Fireball
Fireball Musketeer Electro Wizard
Musketeer Prince Skeleton King
Knight Musketeer Prince Electro Wizard
Electro Wizard Mother Witch Knight Fireball Musketeer Skeleton King
Musketeer Fireball Electro Wizard
Prince Knight Fireball Musketeer Electro Wizard
Fireball Prince Electro Wizard Skeleton King
Knight Prince Electro Wizard Skeleton King
Fireball Prince Electro Wizard
Knight Fireball Musketeer Prince Electro Wizard
Fireball Knight Musketeer Prince Electro Wizard
Knight Fireball Musketeer Electro Wizard Mother Witch
Musketeer Prince Electro Wizard
Knight Fireball Musketeer Prince Electro Wizard Mother Witch

Counters to secondary win conditions

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

Knight Fireball Prince Electro Wizard
Fireball Electro Wizard Knight Musketeer Prince
Knight Musketeer Prince Electro Wizard
Prince Knight Fireball Musketeer Electro Wizard
Knight Musketeer Prince
Fireball Mother Witch Musketeer Electro Wizard
Prince Knight Fireball Musketeer Electro Wizard
Knight Prince
Electro Wizard Knight Fireball Prince
Musketeer
Knight Musketeer Prince
Fireball Prince Electro Wizard
Prince Knight Fireball Skeleton King
Fireball Musketeer
Electro Wizard Knight Fireball Musketeer Prince Skeleton King
Fireball Musketeer Electro Wizard Mother Witch Skeleton King
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
Fireball Musketeer Electro Wizard
Fireball
Knight Fireball Musketeer Prince
Fireball
Fireball Mother Witch Musketeer
Musketeer
Fireball
Fireball
Fireball Musketeer Prince Electro Wizard
Knight Fireball Musketeer Prince Electro Wizard
Fireball Musketeer
Knight Fireball Musketeer
Fireball Musketeer
Fireball Musketeer Prince
Fireball Musketeer
Fireball Musketeer
Fireball
Fireball Musketeer Prince Electro Wizard
Fireball Mother Witch
Fireball Musketeer Prince
Fireball
Musketeer Prince
Fireball Musketeer
Mother Witch Fireball
Fireball Musketeer Electro Wizard
Fireball Musketeer Prince
Fireball Musketeer
Fireball Musketeer Electro Wizard Mother Witch
Electro Wizard Fireball Musketeer
Fireball
Fireball Musketeer
Fireball Electro Wizard
Prince
Fireball
Electro Wizard Fireball Musketeer Prince
Fireball Musketeer Electro Wizard
Fireball
Fireball Knight Musketeer Prince Electro Wizard
Fireball Musketeer Skeleton King
Fireball
Musketeer Prince
Fireball Musketeer Electro Wizard Skeleton King
Fireball Musketeer Electro Wizard
Fireball Musketeer Prince Electro Wizard
Prince
Fireball

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