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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Tesla Musketeer Electro Wizard

Defensive buildings

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

Tesla

Investments

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

Knight Tesla Musketeer Balloon Electro Wizard Goblinstein

Offensive cards

Win conditions

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

Balloon

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.

Goblin Gang Balloon

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 Goblin Gang Balloon

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.

Balloon 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 Gang Balloon
Giant Snowball
Goblin Gang Musketeer Balloon
Zap
Goblin Gang Balloon
Barbarian Barrel
Knight Goblin Gang Tesla Musketeer Electro Wizard
The Log
Goblin Gang Musketeer
Earthquake
Goblin Gang Tesla
Arrows
Goblin Gang
Royal Delivery
Knight Goblin Gang Musketeer Balloon Electro Wizard
Fireball
Goblin Gang Tesla Musketeer Balloon Electro Wizard
Poison
Goblin Gang Musketeer Balloon Electro Wizard
Lightning
Knight Tesla Musketeer Balloon Electro Wizard Goblinstein
Rocket
Musketeer Balloon

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

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.

Goblin Gang 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 Goblin Gang Tesla Fireball Musketeer Electro Wizard Balloon Goblinstein

Shortest cycle

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

14 Knight Goblin Gang Tesla Fireball

Attack Synergies 3 6

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
Goblin Gang Musketeer Balloon Fireball Electro Wizard
Goblin Gang
Knight Balloon
Tesla
Fireball
Knight Electro Wizard
Musketeer
Knight Balloon
Balloon
Knight Goblin Gang Musketeer Electro Wizard
Electro Wizard
Knight Fireball Balloon
Goblinstein

Defense Synergies 7 7

Knight
Goblin Gang Tesla Musketeer Electro Wizard Fireball
Goblin Gang
Knight Tesla Musketeer Electro Wizard
Tesla
Knight Goblin Gang Musketeer Fireball Electro Wizard
Fireball
Knight Tesla Musketeer Electro Wizard
Musketeer
Knight Goblin Gang Tesla Fireball Electro Wizard
Balloon
Electro Wizard
Knight Goblin Gang Tesla Fireball Musketeer
Goblinstein

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 Tesla Fireball Musketeer Electro Wizard
Knight Goblin Gang Tesla Musketeer Electro Wizard
Goblin Gang Tesla Knight Musketeer Electro Wizard
Tesla Knight Goblin Gang Musketeer Electro Wizard
Fireball
Goblin Gang Fireball Tesla Musketeer Electro Wizard
Tesla Musketeer Electro Wizard Goblin Gang Fireball
Tesla Fireball Musketeer Electro Wizard
Tesla Goblin Gang Musketeer
Knight Goblin Gang Tesla Musketeer Electro Wizard
Goblin Gang Electro Wizard Knight Tesla Fireball Musketeer
Tesla Musketeer Goblin Gang Fireball Electro Wizard
Tesla Knight Goblin Gang Fireball Musketeer Electro Wizard
Fireball Goblin Gang Tesla Electro Wizard
Knight Goblin Gang Tesla Electro Wizard
Goblin Gang Tesla Fireball Electro Wizard
Tesla Knight Goblin Gang Fireball Musketeer Electro Wizard
Tesla Fireball Knight Goblin Gang Musketeer Electro Wizard
Knight Tesla Fireball Musketeer Electro Wizard
Tesla Musketeer Electro Wizard
Goblin Gang Knight Tesla Fireball Musketeer Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Tesla Fireball Electro Wizard
Fireball Electro Wizard Knight Goblin Gang Tesla Musketeer
Goblin Gang Knight Musketeer Electro Wizard
Goblin Gang Knight Tesla Fireball Musketeer Electro Wizard
Knight Goblin Gang Tesla Musketeer
Fireball Goblin Gang Tesla Musketeer Electro Wizard
Goblin Gang Knight Tesla Fireball Musketeer Electro Wizard
Knight Tesla
Electro Wizard Knight Fireball
Goblin Gang Tesla Musketeer
Knight Tesla Musketeer
Fireball Electro Wizard
Knight Goblin Gang Tesla Fireball
Tesla Fireball Musketeer
Goblin Gang Tesla Electro Wizard Knight Fireball Musketeer
Tesla Fireball Musketeer Electro Wizard
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
Fireball
Fireball Musketeer
Musketeer
Fireball
Fireball
Goblin Gang Fireball Musketeer 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
Fireball Musketeer
Fireball
Musketeer
Fireball Musketeer
Fireball
Fireball Musketeer Electro Wizard
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer Electro Wizard
Electro Wizard Fireball Musketeer
Fireball
Fireball Musketeer
Fireball Electro Wizard
Fireball
Electro Wizard Goblin Gang Fireball Musketeer
Fireball Musketeer Electro Wizard
Fireball
Fireball Knight Goblin Gang Musketeer Electro Wizard
Fireball Musketeer
Fireball
Musketeer
Goblin Gang Fireball Musketeer Electro Wizard
Fireball Musketeer Electro Wizard
Fireball Musketeer Electro Wizard
Fireball

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