My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
RIP
Versatility
Good
F2P score
Mediocre

1 problems 1 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 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!

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.

Skeletons Musketeer Elixir Collector Electro Giant

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.

Rage Void

Pump responses

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

Elixir Collector Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro 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

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
Giant Snowball
Skeletons Musketeer
Zap
Skeletons
Barbarian Barrel
Skeletons Electro Spirit Musketeer
The Log
Skeletons Electro Spirit Musketeer
Earthquake
Skeletons Elixir Collector
Arrows
Skeletons Electro Spirit
Royal Delivery
Skeletons Electro Spirit Musketeer
Fireball
Musketeer Elixir Collector
Poison
Musketeer Elixir Collector
Lightning
Musketeer Elixir Collector
Rocket
Musketeer Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Electro Giant

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 Elixir Collector Rage 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Electro Spirit Rage Void Musketeer Elixir Collector Electro Giant

Shortest cycle

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

4 Mirror Skeletons Electro Spirit Rage

Attack Synergies 1 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.

Skeletons
Electro Spirit
Electro Giant
Musketeer
Mirror
Elixir Collector
Mirror
Electro Giant Musketeer
Rage
Void
Electro Giant
Electro Giant
Mirror Electro Spirit Void

Defense Synergies 1 2

Skeletons
Musketeer Electro Spirit
Electro Spirit
Skeletons
Musketeer
Skeletons Mirror
Elixir Collector
Mirror
Musketeer
Rage
Void
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.

Musketeer Void
Skeletons Musketeer
Skeletons Musketeer Void
Skeletons Musketeer
Skeletons Electro Spirit Musketeer
Musketeer Electro Spirit Void
Electro Spirit Musketeer Void Electro Giant
Skeletons Musketeer
Skeletons Musketeer
Skeletons Electro Spirit Musketeer Electro Giant
Musketeer
Skeletons Musketeer
Electro Spirit
Electro Giant
Skeletons Musketeer
Electro Spirit Musketeer
Electro Spirit Musketeer
Musketeer
Electro Spirit Musketeer Electro Giant

Counters to secondary win conditions

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

Skeletons Void Electro Giant
Void Musketeer
Skeletons Musketeer
Musketeer
Skeletons Musketeer
Electro Giant Skeletons Electro Spirit Musketeer
Skeletons Musketeer Void
Void Skeletons Electro Spirit
Skeletons Musketeer
Musketeer
Void Electro Giant
Skeletons
Musketeer Electro Giant
Electro Giant Skeletons Electro Spirit Musketeer
Electro Spirit Musketeer Electro Giant

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 Musketeer
Void Musketeer
Void
Musketeer Void
Electro Giant Electro Spirit Musketeer
Musketeer
Void
Musketeer Void
Void Musketeer
Void Musketeer
Musketeer Void
Musketeer Void
Musketeer
Musketeer
Musketeer
Void Musketeer
Electro Giant
Musketeer Void
Void
Void Musketeer
Musketeer Void
Electro Giant Electro Spirit
Void Musketeer
Void Musketeer
Void Musketeer
Musketeer Electro Giant
Electro Spirit Musketeer Void Electro Giant
Void
Void Musketeer
Void Electro Spirit
Electro Spirit Musketeer Void
Musketeer
Void Musketeer
Musketeer
Void Electro Giant
Musketeer
Electro Giant Electro Spirit Musketeer
Musketeer Void
Void Musketeer Electro Giant

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