My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
RIP

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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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 Flying Machine Witch Ice Wizard 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 Witch Ice Wizard Bandit Electro Wizard Golden Knight

Offensive cards

Win conditions

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

Missing

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.

Bandit Golden Knight

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 Flying Machine Bandit

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.

Bandit Electro Wizard Golden Knight

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

Against air swarms

Spells and units that can counter air swarms.

Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Wizard

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 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.

Musketeer Witch Ice Wizard 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 Ice Wizard Bandit Musketeer Flying Machine Electro Wizard Golden Knight Witch

Shortest cycle

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

13 Knight Ice Wizard Bandit 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 Flying Machine Witch Ice Wizard Electro Wizard
Musketeer
Knight Bandit
Flying Machine
Knight Golden Knight
Witch
Knight Bandit
Ice Wizard
Knight Bandit
Bandit
Musketeer Witch Ice Wizard Electro Wizard Golden Knight
Electro Wizard
Knight Bandit
Golden Knight
Flying Machine Bandit

Defense Synergies 3 16

Knight
Musketeer Ice Wizard Electro Wizard Flying Machine Witch
Musketeer
Knight Flying Machine Bandit Electro Wizard Golden Knight
Flying Machine
Knight Musketeer Ice Wizard Bandit Electro Wizard Golden Knight
Witch
Knight Ice Wizard Bandit Electro Wizard
Ice Wizard
Knight Flying Machine Witch Bandit Golden Knight
Bandit
Musketeer Flying Machine Witch Ice Wizard Electro Wizard
Electro Wizard
Knight Musketeer Flying Machine Witch Bandit
Golden Knight
Musketeer Flying Machine 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 Flying Machine Electro Wizard Golden Knight
Knight Musketeer Flying Machine Witch Ice Wizard Bandit Electro Wizard
Witch Knight Musketeer Ice Wizard Bandit Electro Wizard
Witch Knight Musketeer Ice Wizard Bandit Electro Wizard
Musketeer Flying Machine Ice Wizard Bandit Electro Wizard
Musketeer Electro Wizard Flying Machine Witch Ice Wizard
Musketeer Flying Machine Bandit Electro Wizard Golden Knight
Witch Musketeer Ice Wizard
Knight Musketeer Ice Wizard Bandit Electro Wizard
Witch Ice Wizard Electro Wizard Knight Musketeer Flying Machine Bandit
Musketeer Flying Machine Witch Ice Wizard Electro Wizard
Knight Musketeer Flying Machine Witch Ice Wizard Bandit Electro Wizard
Witch Electro Wizard Golden Knight
Knight Bandit Electro Wizard
Bandit Electro Wizard
Knight Musketeer Witch Electro Wizard
Knight Musketeer Flying Machine Witch Ice Wizard Bandit Electro Wizard Golden Knight
Witch Knight Musketeer Flying Machine Ice Wizard Bandit Electro Wizard
Musketeer Electro Wizard
Knight Musketeer Flying Machine Witch Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Witch Bandit Electro Wizard
Bandit Electro Wizard Knight Musketeer Flying Machine
Bandit Knight Musketeer Witch Electro Wizard Golden Knight
Knight Musketeer Bandit Electro Wizard
Knight Musketeer Witch Bandit
Musketeer Flying Machine Witch Ice Wizard Electro Wizard
Knight Musketeer Flying Machine Witch Ice Wizard Bandit Electro Wizard
Knight
Electro Wizard Knight Flying Machine Witch Bandit
Witch Musketeer
Knight Musketeer Flying Machine Witch Golden Knight
Electro Wizard
Knight Witch Bandit Golden Knight
Musketeer Flying Machine Witch
Witch Electro Wizard Knight Musketeer Flying Machine Golden Knight
Musketeer Flying Machine Witch Ice Wizard Electro Wizard Golden Knight
Ice Wizard 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.)

Knight Musketeer Flying Machine Bandit Golden Knight
Musketeer Flying Machine Ice Wizard Bandit Electro Wizard Golden Knight
Flying Machine Bandit
Knight Musketeer Flying Machine
Musketeer Flying Machine Witch Ice Wizard
Musketeer Flying Machine Witch
Flying Machine Ice Wizard
Flying Machine Bandit Golden Knight
Musketeer Electro Wizard
Knight Musketeer Flying Machine Bandit Electro Wizard Golden Knight
Musketeer Flying Machine
Flying Machine Knight Musketeer Bandit Golden Knight
Musketeer Flying Machine Bandit
Musketeer Flying Machine
Musketeer Flying Machine Witch Bandit Golden Knight
Musketeer Flying Machine Bandit
Musketeer Flying Machine Bandit Electro Wizard
Flying Machine Witch Golden Knight
Musketeer
Musketeer
Musketeer Flying Machine
Witch Ice Wizard
Witch
Musketeer Flying Machine Witch Ice Wizard Bandit Electro Wizard Golden Knight
Musketeer Flying Machine Witch Bandit Golden Knight
Musketeer Bandit Golden Knight
Musketeer Flying Machine Witch Ice Wizard Electro Wizard
Electro Wizard Musketeer Flying Machine Witch
Musketeer Bandit
Electro Wizard
Electro Wizard Musketeer Flying Machine Witch Bandit
Musketeer Flying Machine Witch Ice Wizard Electro Wizard
Knight Musketeer Flying Machine Electro Wizard
Musketeer Flying Machine
Musketeer Flying Machine
Musketeer Flying Machine Witch Electro Wizard Golden Knight
Musketeer Flying Machine Witch Electro Wizard
Musketeer Flying Machine Witch Bandit Electro Wizard Golden Knight

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