My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
RIP
Versatility
Good
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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Three Musketeers 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.

Suspicious Bush Elixir Collector Three Musketeers Electro Wizard Goblinstein

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Rage Void

Pump responses

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

Elixir Collector Void

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 Goblin Machine

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
Three Musketeers
Giant Snowball
Three Musketeers
Zap
Three Musketeers
Barbarian Barrel
Three Musketeers Electro Wizard
The Log
Suspicious Bush Three Musketeers
Earthquake
Elixir Collector
Arrows
Suspicious Bush
Royal Delivery
Three Musketeers Electro Wizard
Fireball
Suspicious Bush Elixir Collector Three Musketeers Electro Wizard
Poison
Suspicious Bush Elixir Collector Three Musketeers Electro Wizard
Lightning
Elixir Collector Three Musketeers Electro Wizard Goblinstein
Rocket
Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Goblin Machine

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.

Suspicious Bush Elixir Collector Rage Goblin Machine

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.

Three Musketeers 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.

Suspicious Bush Rage Void Electro Wizard Goblin Machine Goblinstein Elixir Collector Three Musketeers

Shortest cycle

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

11 Suspicious Bush Rage Void Electro Wizard

Attack Synergies 0 3

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.

Suspicious Bush
Elixir Collector
Three Musketeers
Rage
Rage
Three Musketeers Electro Wizard Goblin Machine
Void
Electro Wizard
Rage
Goblin Machine
Rage
Goblinstein

Defense Synergies 0 0

Suspicious Bush
Elixir Collector
Three Musketeers
Rage
Void
Electro Wizard
Goblin Machine
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.

Void Electro Wizard
Three Musketeers Electro Wizard
Three Musketeers Void Electro Wizard
Three Musketeers Electro Wizard
Electro Wizard
Three Musketeers Electro Wizard Void
Void Electro Wizard
Three Musketeers
Electro Wizard
Electro Wizard
Three Musketeers Electro Wizard
Three Musketeers Electro Wizard
Three Musketeers Electro Wizard
Three Musketeers Electro Wizard
Three Musketeers Electro Wizard
Three Musketeers Electro Wizard
Three Musketeers Electro Wizard
Electro Wizard
Three Musketeers Electro Wizard
Electro Wizard

Counters to secondary win conditions

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

Void Electro Wizard
Void Electro Wizard
Electro Wizard
Electro Wizard
Three Musketeers
Three Musketeers Electro Wizard
Void Electro Wizard
Void Electro Wizard
Three Musketeers
Void Electro Wizard
Three Musketeers
Three Musketeers
Electro Wizard Three Musketeers
Electro Wizard
Void 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.)

Void
Void Electro Wizard
Void
Void
Goblin Machine
Void
Three Musketeers Void Electro Wizard
Void Electro Wizard Goblin Machine
Void
Three Musketeers Void
Void
Three Musketeers
Three Musketeers
Three Musketeers
Void Three Musketeers Electro Wizard Goblin Machine
Void Goblin Machine
Void
Void
Void
Void
Goblin Machine
Void Electro Wizard
Void
Void
Void Electro Wizard
Electro Wizard Void
Void
Void
Void Electro Wizard
Electro Wizard Void
Three Musketeers Electro Wizard
Void Three Musketeers Electro Wizard
Void
Three Musketeers
Electro Wizard
Void Electro Wizard
Void Electro Wizard
Void
Void

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