My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
Bad

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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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.

Musketeer

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.

Musketeer Bowler Electro Giant Golden Knight

Offensive cards

Win conditions

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

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.

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.

Electro Spirit Heal Spirit Electro Giant

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 Spirit 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
Guards
Giant Snowball
Musketeer Guards
Zap
Guards
Barbarian Barrel
Electro Spirit Heal Spirit Musketeer Guards
The Log
Electro Spirit Heal Spirit Musketeer Guards
Earthquake
Guards
Arrows
Electro Spirit Heal Spirit Guards
Royal Delivery
Electro Spirit Heal Spirit Musketeer Guards Bowler
Fireball
Musketeer Bowler
Poison
Musketeer Guards
Lightning
Musketeer Bowler
Rocket
Musketeer Bowler

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Bowler Electro Giant

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.

Electro Spirit Heal Spirit Guards Bowler Electro 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.

Heal Spirit 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Heal Spirit Zap Guards Musketeer Golden Knight Bowler Electro Giant

Shortest cycle

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

7 Electro Spirit Heal Spirit Zap Guards

Attack Synergies 1 12

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.

Electro Spirit
Zap Bowler Electro Giant
Zap
Electro Spirit Heal Spirit Musketeer Guards Bowler
Heal Spirit
Zap Musketeer Guards Bowler Golden Knight
Musketeer
Zap Heal Spirit Bowler
Guards
Zap Heal Spirit
Bowler
Electro Spirit Zap Heal Spirit Musketeer
Electro Giant
Golden Knight Electro Spirit
Golden Knight
Electro Giant Heal Spirit

Defense Synergies 1 9

Electro Spirit
Zap Golden Knight
Zap
Electro Spirit Musketeer Guards Bowler Golden Knight
Heal Spirit
Musketeer
Guards Zap Bowler Golden Knight
Guards
Musketeer Zap
Bowler
Zap Musketeer
Electro Giant
Golden Knight
Golden Knight
Electro Spirit Zap Musketeer Electro Giant

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.

Bowler Zap Musketeer Golden Knight
Zap Musketeer
Bowler Musketeer
Musketeer Guards Bowler
Bowler
Bowler Electro Spirit Zap Musketeer Guards
Musketeer Electro Spirit Zap
Bowler Electro Spirit Zap Musketeer Electro Giant Golden Knight
Musketeer
Guards Musketeer Bowler
Guards Electro Spirit Zap Musketeer Bowler Electro Giant
Musketeer Zap
Bowler Zap Musketeer Guards
Bowler Electro Spirit Zap Guards Golden Knight
Zap Bowler Electro Giant
Musketeer Bowler
Electro Spirit Zap Musketeer Guards Bowler Golden Knight
Zap Electro Spirit Musketeer Guards Bowler
Musketeer
Bowler Electro Spirit Musketeer Guards Electro Giant

Counters to secondary win conditions

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

Guards Zap Bowler Electro Giant
Zap Musketeer Bowler
Guards Zap Musketeer Bowler Golden Knight
Guards Bowler Zap Musketeer
Musketeer Guards Bowler
Electro Giant Electro Spirit Zap Musketeer
Guards Musketeer Bowler
Zap Electro Spirit
Musketeer Guards
Musketeer Guards Bowler Golden Knight
Zap Guards Bowler Electro Giant
Bowler Guards Golden Knight
Musketeer Bowler Electro Giant
Guards Electro Giant Electro Spirit Zap Musketeer Bowler Golden Knight
Bowler Electro Spirit Zap Musketeer Electro Giant Golden Knight

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 Guards Golden Knight
Zap Musketeer Bowler Golden Knight
Musketeer Guards
Zap Bowler
Electro Giant Electro Spirit Zap Musketeer
Musketeer Bowler
Zap Bowler
Zap Golden Knight
Musketeer Guards Bowler
Zap Musketeer Bowler Golden Knight
Zap Musketeer
Musketeer Bowler Golden Knight
Musketeer
Zap Musketeer
Zap Musketeer Bowler Golden Knight
Musketeer Bowler
Zap Musketeer Bowler
Zap Bowler Electro Giant Golden Knight
Musketeer Bowler
Musketeer Bowler
Zap Musketeer
Zap Electro Giant Electro Spirit Bowler
Zap Musketeer Bowler Golden Knight
Zap Musketeer Bowler Golden Knight
Zap Musketeer Golden Knight
Zap Musketeer Electro Giant
Zap Electro Spirit Musketeer Guards Electro Giant
Bowler
Zap Musketeer
Zap Electro Spirit
Bowler
Zap Electro Spirit Musketeer Guards
Zap Musketeer
Musketeer Bowler
Zap Musketeer Bowler
Zap Electro Giant
Musketeer
Zap Electro Giant Electro Spirit Musketeer Guards Bowler Golden Knight
Zap Musketeer
Zap Musketeer Bowler Electro Giant Golden Knight

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