My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Three Musketeers Magic Archer Mother Witch

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.

Battle Ram Three Musketeers Giant Skeleton Magic Archer Mother Witch

Offensive cards

Win conditions

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

Battle Ram Three Musketeers

Damage spells

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

Arrows

Punishments

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

Battle Ram

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 Goblins Battle Ram Giant Skeleton Magic Archer

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 Giant Skeleton Magic Archer

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
Battle Ram Three Musketeers Giant Skeleton
Giant Snowball
Goblins Battle Ram Three Musketeers
Zap
Goblins Battle Ram Three Musketeers
Barbarian Barrel
Electro Spirit Goblins Battle Ram Three Musketeers Giant Skeleton Magic Archer
The Log
Electro Spirit Goblins Battle Ram Three Musketeers Giant Skeleton
Earthquake
Arrows
Electro Spirit Goblins
Royal Delivery
Electro Spirit Goblins Battle Ram Three Musketeers Giant Skeleton Magic Archer Mother Witch
Fireball
Battle Ram Three Musketeers Magic Archer Mother Witch
Poison
Three Musketeers Magic Archer Mother Witch
Lightning
Battle Ram Three Musketeers Magic Archer Mother Witch
Rocket
Three Musketeers Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Magic Archer

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 Spirit Arrows Battle Ram Giant Skeleton Mother Witch

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.

Goblins Three Musketeers

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.

Electro Spirit Goblins Arrows Battle Ram Magic Archer Mother Witch Giant Skeleton Three Musketeers

Shortest cycle

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

10 Electro Spirit Goblins Arrows Battle Ram

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
Battle Ram Giant Skeleton Mother Witch
Goblins
Battle Ram
Arrows
Battle Ram Giant Skeleton Mother Witch
Battle Ram
Magic Archer Electro Spirit Goblins Arrows Three Musketeers Mother Witch
Three Musketeers
Battle Ram
Giant Skeleton
Electro Spirit Arrows Magic Archer Mother Witch
Magic Archer
Battle Ram Giant Skeleton Mother Witch
Mother Witch
Electro Spirit Arrows Battle Ram Giant Skeleton Magic Archer

Defense Synergies 0 7

Electro Spirit
Goblins
Giant Skeleton Magic Archer
Arrows
Giant Skeleton Mother Witch
Battle Ram
Three Musketeers
Giant Skeleton
Goblins Arrows Magic Archer Mother Witch
Magic Archer
Goblins Giant Skeleton Mother Witch
Mother Witch
Arrows Giant Skeleton Magic Archer

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.

Magic Archer
Goblins Three Musketeers
Three Musketeers Goblins Giant Skeleton
Three Musketeers Goblins
Arrows Giant Skeleton
Arrows Electro Spirit Goblins Magic Archer Mother Witch
Three Musketeers Electro Spirit Arrows Magic Archer
Electro Spirit Arrows Giant Skeleton Magic Archer
Three Musketeers Goblins
Goblins Giant Skeleton
Goblins Mother Witch Electro Spirit Arrows Giant Skeleton Magic Archer
Arrows Three Musketeers Magic Archer
Three Musketeers Giant Skeleton
Three Musketeers Electro Spirit Goblins Arrows Magic Archer
Three Musketeers
Three Musketeers
Three Musketeers Goblins Arrows
Arrows Electro Spirit Goblins Three Musketeers Magic Archer
Arrows Electro Spirit Giant Skeleton Magic Archer Mother Witch
Three Musketeers
Electro Spirit Goblins Arrows Giant Skeleton Mother Witch

Counters to secondary win conditions

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

Goblins Giant Skeleton
Arrows Magic Archer
Giant Skeleton Goblins
Giant Skeleton
Giant Skeleton Three Musketeers
Arrows Mother Witch Electro Spirit Three Musketeers Magic Archer
Goblins Giant Skeleton
Giant Skeleton
Giant Skeleton Electro Spirit Goblins Magic Archer
Three Musketeers
Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton Three Musketeers
Three Musketeers Magic Archer
Electro Spirit Goblins Three Musketeers Giant Skeleton Magic Archer
Arrows Electro Spirit Giant Skeleton Magic Archer Mother Witch

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.)

Magic Archer Arrows Giant Skeleton
Arrows Magic Archer
Arrows Giant Skeleton Magic Archer
Arrows Giant Skeleton
Arrows Magic Archer
Arrows Mother Witch Electro Spirit Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows
Goblins Three Musketeers
Arrows Magic Archer
Arrows Magic Archer
Three Musketeers Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Three Musketeers Magic Archer
Magic Archer Arrows Three Musketeers
Arrows Three Musketeers
Arrows Three Musketeers Magic Archer
Arrows Magic Archer Mother Witch
Giant Skeleton Magic Archer
Arrows
Arrows
Arrows Mother Witch Electro Spirit Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer Mother Witch
Electro Spirit
Arrows Magic Archer
Electro Spirit Arrows Magic Archer
Giant Skeleton
Arrows Magic Archer
Electro Spirit Magic Archer
Arrows Three Musketeers Magic Archer
Arrows
Three Musketeers Magic Archer
Arrows Magic Archer
Arrows Giant Skeleton
Three Musketeers
Electro Spirit Giant Skeleton Magic Archer
Magic Archer
Giant Skeleton Magic Archer

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