My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Musketeer Zappies 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.

Firecracker Royal Giant Musketeer Zappies Wizard Giant Skeleton

Offensive cards

Win conditions

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

Royal 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.

Royal Giant

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.

Royal Giant Giant Skeleton

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.

Firecracker Giant Skeleton

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
Royal Giant Clone Giant Skeleton
Giant Snowball
Musketeer Zappies Clone
Zap
Firecracker Royal Giant Zappies Clone
Barbarian Barrel
Firecracker Musketeer Zappies Wizard Clone Giant Skeleton
The Log
Firecracker Royal Giant Musketeer Zappies Clone Giant Skeleton
Earthquake
Firecracker Zappies Clone
Arrows
Firecracker Zappies Clone
Royal Delivery
Firecracker Musketeer Zappies Wizard Clone Giant Skeleton
Fireball
Firecracker Musketeer Zappies Wizard Clone
Poison
Firecracker Musketeer Zappies Wizard Clone
Lightning
Musketeer Wizard
Rocket
Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Wizard

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.

Clone Giant Skeleton

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.

Royal Giant

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Firecracker Clone Musketeer Zappies Wizard Royal Giant Giant Skeleton

Shortest cycle

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

12 Zap Firecracker Clone Musketeer

Attack Synergies 3 14

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.

Zap
Firecracker Royal Giant Musketeer Zappies Giant Skeleton
Firecracker
Zap Royal Giant Zappies Giant Skeleton
Royal Giant
Firecracker Zap Musketeer Zappies Wizard Giant Skeleton
Musketeer
Zap Royal Giant Giant Skeleton
Zappies
Zap Firecracker Royal Giant Clone Giant Skeleton
Wizard
Royal Giant Giant Skeleton
Clone
Giant Skeleton Zappies
Giant Skeleton
Clone Zap Firecracker Royal Giant Musketeer Zappies Wizard

Defense Synergies 0 11

Zap
Firecracker Musketeer Zappies Giant Skeleton
Firecracker
Zap Musketeer Zappies Giant Skeleton
Royal Giant
Musketeer
Zap Firecracker Zappies Giant Skeleton
Zappies
Zap Firecracker Musketeer Giant Skeleton
Wizard
Giant Skeleton
Clone
Giant Skeleton
Zap Firecracker Musketeer Zappies 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.

Zap Firecracker Musketeer Zappies Wizard
Zap Firecracker Musketeer Zappies
Musketeer Zappies Giant Skeleton
Firecracker Musketeer Zappies
Firecracker Giant Skeleton
Zap Firecracker Musketeer Zappies
Musketeer Zap Firecracker Zappies Wizard
Zap Musketeer Giant Skeleton
Zappies Musketeer
Firecracker Musketeer Zappies Giant Skeleton
Zap Firecracker Musketeer Zappies Wizard Giant Skeleton
Musketeer Zap Firecracker Zappies Wizard
Zap Musketeer Zappies Wizard Giant Skeleton
Wizard Zap Firecracker Zappies
Zappies
Zap Zappies
Wizard Firecracker Musketeer Zappies
Zap Firecracker Musketeer Zappies Wizard
Zap Wizard Firecracker Musketeer Zappies Giant Skeleton
Musketeer Zappies
Wizard Firecracker Musketeer Zappies Giant Skeleton

Counters to secondary win conditions

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

Zap Zappies Giant Skeleton
Zap Firecracker Musketeer Wizard
Zappies Giant Skeleton Zap Musketeer
Giant Skeleton Zap Musketeer Zappies
Giant Skeleton Musketeer Zappies
Firecracker Wizard Zap Musketeer Zappies
Musketeer Zappies Giant Skeleton
Giant Skeleton Zappies
Zap Giant Skeleton Firecracker Zappies
Musketeer Zappies
Musketeer Zappies Giant Skeleton
Zap Giant Skeleton
Giant Skeleton Zappies Wizard
Wizard Firecracker Musketeer Zappies
Zappies Zap Firecracker Musketeer Giant Skeleton
Zap Firecracker Musketeer Zappies Wizard Giant Skeleton
Zap

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.)

Firecracker Musketeer Giant Skeleton
Firecracker Zap Musketeer
Giant Skeleton
Firecracker Musketeer Giant Skeleton
Wizard Zap Firecracker
Firecracker Wizard Zap Musketeer
Firecracker Musketeer Wizard
Zap Firecracker Wizard
Zap Firecracker Wizard
Musketeer
Firecracker Zap Musketeer Wizard
Zap Firecracker Musketeer Wizard
Firecracker Musketeer
Firecracker Musketeer
Zap Firecracker Musketeer
Zap Firecracker Musketeer Wizard
Firecracker Musketeer Wizard
Zap Firecracker Musketeer Wizard
Zap Firecracker Wizard
Musketeer Giant Skeleton
Wizard
Musketeer
Zap Musketeer
Zap Firecracker Wizard
Firecracker Zap Musketeer Wizard
Zap Musketeer Wizard
Zap Firecracker Musketeer
Zap Firecracker Musketeer Wizard
Zap Firecracker Musketeer Zappies Wizard
Zap Musketeer Wizard
Zap Firecracker Zappies
Giant Skeleton
Firecracker Wizard
Zap Musketeer Zappies
Zap Firecracker Musketeer Zappies Wizard
Firecracker Musketeer Wizard
Zap Firecracker Musketeer Wizard
Zap Giant Skeleton
Firecracker Musketeer
Zap Firecracker Musketeer Zappies Giant Skeleton
Firecracker Zap Musketeer Zappies
Zap Firecracker Musketeer Giant Skeleton
Firecracker Wizard

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