My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Musketeer

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.

Skeletons Archers Musketeer Electro Giant Mega Knight

Offensive cards

Win conditions

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

Hog Rider Electro Giant

Damage spells

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

Zap

Punishments

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

Hog Rider Electro Giant Mega 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.

Hog Rider Electro Giant Mega Knight

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.

Hog Rider

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
Skeletons Archers Hog Rider
Giant Snowball
Skeletons Archers Cannon Musketeer Hog Rider
Zap
Skeletons Archers Cannon
Barbarian Barrel
Skeletons Archers Cannon Musketeer
The Log
Skeletons Archers Cannon Musketeer Hog Rider
Earthquake
Skeletons Archers Cannon Hog Rider
Arrows
Skeletons Archers
Royal Delivery
Skeletons Archers Musketeer Hog Rider
Fireball
Archers Cannon Musketeer Hog Rider
Poison
Archers Cannon Musketeer
Lightning
Cannon Musketeer
Rocket
Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Electro Giant Mega Knight

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.

Electro Giant Mega Knight

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

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Archers Cannon Musketeer Hog Rider Electro Giant Mega Knight

Shortest cycle

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

9 Skeletons Zap Archers Cannon

Attack Synergies 2 7

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.

Skeletons
Zap
Hog Rider Archers Musketeer Mega Knight
Archers
Zap Hog Rider Mega Knight
Cannon
Musketeer
Hog Rider Zap Mega Knight
Hog Rider
Zap Musketeer Archers Mega Knight
Electro Giant
Mega Knight
Zap Archers Musketeer Hog Rider

Defense Synergies 5 8

Skeletons
Cannon Musketeer Zap Archers
Zap
Cannon Mega Knight Skeletons Archers Musketeer
Archers
Skeletons Zap Cannon Mega Knight
Cannon
Skeletons Zap Musketeer Archers Electro Giant
Musketeer
Skeletons Cannon Zap Mega Knight
Hog Rider
Electro Giant
Cannon
Mega Knight
Zap Archers Musketeer

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.

Zap Cannon Musketeer
Skeletons Zap Cannon Musketeer Mega Knight
Cannon Mega Knight Skeletons Archers Musketeer
Cannon Skeletons Musketeer Mega Knight
Mega Knight
Skeletons Zap Archers Cannon Musketeer Mega Knight
Musketeer Zap Archers Cannon
Zap Cannon Musketeer Electro Giant Mega Knight
Cannon Skeletons Musketeer
Skeletons Archers Cannon Musketeer Mega Knight
Archers Skeletons Zap Cannon Musketeer Electro Giant Mega Knight
Musketeer Zap Archers
Cannon Mega Knight Skeletons Zap Musketeer
Mega Knight Zap Cannon
Cannon Mega Knight
Zap Cannon Electro Giant Mega Knight
Mega Knight Skeletons Cannon Musketeer
Cannon Mega Knight Zap Archers Musketeer
Zap Archers Cannon Musketeer Mega Knight
Cannon Musketeer
Mega Knight Archers Cannon Musketeer Electro Giant

Counters to secondary win conditions

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

Mega Knight Skeletons Zap Archers Electro Giant
Zap Archers Musketeer Mega Knight
Mega Knight Skeletons Zap Musketeer
Mega Knight Zap Musketeer
Skeletons Cannon Musketeer Mega Knight
Electro Giant Skeletons Zap Archers Musketeer
Skeletons Archers Musketeer
Mega Knight
Zap Mega Knight Skeletons
Skeletons Cannon Musketeer
Mega Knight Musketeer
Mega Knight Zap Electro Giant
Mega Knight Skeletons Cannon
Archers Cannon Musketeer Electro Giant Mega Knight
Electro Giant Skeletons Zap Archers Musketeer
Mega Knight Zap Archers Cannon Musketeer Electro Giant
Zap Cannon

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.)

Musketeer
Zap Musketeer
Musketeer
Zap Mega Knight
Electro Giant Zap Musketeer
Archers Musketeer
Zap
Zap
Musketeer
Zap Musketeer
Zap Archers Musketeer
Musketeer
Musketeer
Zap Musketeer
Zap Musketeer
Musketeer Mega Knight
Zap Archers Musketeer Mega Knight
Zap Electro Giant Mega Knight
Musketeer Mega Knight
Musketeer
Zap Musketeer
Zap Electro Giant Mega Knight
Zap Musketeer
Zap Musketeer Mega Knight
Zap Musketeer
Zap Archers Musketeer Electro Giant
Zap Musketeer Electro Giant
Zap Musketeer Mega Knight
Zap
Mega Knight
Zap Archers Musketeer
Zap Archers Musketeer
Musketeer Mega Knight
Zap Musketeer
Zap Electro Giant
Musketeer Mega Knight
Zap Electro Giant Musketeer
Zap Musketeer
Zap Musketeer Electro Giant Mega Knight
Mega Knight

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