My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Mega Minion Wizard Three Musketeers Electro Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

X-Bow

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Mega Minion Wizard Three Musketeers Electro Dragon Giant Skeleton X-Bow

Offensive cards

Win conditions

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

Three Musketeers X-Bow

Damage spells

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

Void

Punishments

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

X-Bow

Pump responses

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

Heal Spirit Giant Skeleton X-Bow

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 Dragon 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
Three Musketeers Giant Skeleton
Giant Snowball
Mega Minion Three Musketeers Electro Dragon
Zap
Three Musketeers X-Bow
Barbarian Barrel
Heal Spirit Wizard Three Musketeers Giant Skeleton X-Bow
The Log
Heal Spirit Three Musketeers Giant Skeleton X-Bow
Earthquake
X-Bow
Arrows
Heal Spirit
Royal Delivery
Heal Spirit Mega Minion Wizard Three Musketeers Electro Dragon Giant Skeleton
Fireball
Mega Minion Wizard Three Musketeers Electro Dragon X-Bow
Poison
Mega Minion Wizard Three Musketeers Electro Dragon X-Bow
Lightning
Mega Minion Wizard Three Musketeers Electro Dragon X-Bow
Rocket
Wizard Three Musketeers Electro Dragon X-Bow

Against air swarms

Spells and units that can counter air swarms.

Wizard Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Electro Dragon

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.

Heal Spirit Mega Minion Giant Skeleton

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 Wizard 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Mega Minion Void Wizard Electro Dragon Giant Skeleton X-Bow Three Musketeers

Shortest cycle

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

12 Heal Spirit Mega Minion Void Wizard

Attack Synergies 0 10

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.

Heal Spirit
Mega Minion Wizard Three Musketeers Electro Dragon Giant Skeleton
Mega Minion
Heal Spirit Giant Skeleton X-Bow
Wizard
Heal Spirit Giant Skeleton
Three Musketeers
Heal Spirit
Void
Electro Dragon
Heal Spirit Giant Skeleton
Giant Skeleton
Heal Spirit Mega Minion Wizard Electro Dragon X-Bow
X-Bow
Mega Minion Giant Skeleton

Defense Synergies 0 5

Heal Spirit
Mega Minion
Wizard Giant Skeleton X-Bow
Wizard
Mega Minion Giant Skeleton
Three Musketeers
Void
Electro Dragon
Giant Skeleton
Giant Skeleton
Mega Minion Wizard Electro Dragon
X-Bow
Mega Minion

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.

Mega Minion Wizard Void Electro Dragon X-Bow
Mega Minion Three Musketeers Electro Dragon X-Bow
Three Musketeers Mega Minion Void Electro Dragon Giant Skeleton
Three Musketeers Mega Minion Electro Dragon
Giant Skeleton X-Bow
Mega Minion Electro Dragon X-Bow
Mega Minion Three Musketeers Wizard Void Electro Dragon X-Bow
Void Electro Dragon Giant Skeleton X-Bow
Three Musketeers X-Bow
Giant Skeleton
Mega Minion Wizard Electro Dragon Giant Skeleton X-Bow
Mega Minion Three Musketeers Wizard Electro Dragon
Wizard Three Musketeers Electro Dragon Giant Skeleton X-Bow
Wizard Three Musketeers Mega Minion Electro Dragon X-Bow
Three Musketeers X-Bow
Three Musketeers X-Bow
Wizard Three Musketeers Electro Dragon X-Bow
Mega Minion Wizard Three Musketeers Electro Dragon X-Bow
Wizard Mega Minion Electro Dragon Giant Skeleton
Three Musketeers
Wizard Electro Dragon Giant Skeleton

Counters to secondary win conditions

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

Void Giant Skeleton X-Bow
Void Mega Minion Wizard Electro Dragon X-Bow
Giant Skeleton Electro Dragon
Giant Skeleton X-Bow
Giant Skeleton Three Musketeers
Wizard Three Musketeers Electro Dragon
Mega Minion Void Giant Skeleton
Giant Skeleton
Void Electro Dragon Giant Skeleton Mega Minion X-Bow
Mega Minion Three Musketeers
Mega Minion Electro Dragon Giant Skeleton
Void Giant Skeleton
Giant Skeleton Wizard Three Musketeers
Wizard Three Musketeers Electro Dragon
Electro Dragon Mega Minion Three Musketeers Giant Skeleton X-Bow
Mega Minion Wizard Electro Dragon Giant Skeleton

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 Electro Dragon Giant Skeleton X-Bow
Void Electro Dragon X-Bow
Void Electro Dragon Giant Skeleton X-Bow
Void Giant Skeleton
Wizard
Wizard Mega Minion Electro Dragon
Wizard
X-Bow Wizard Electro Dragon
Void Wizard Electro Dragon X-Bow
Three Musketeers Void Electro Dragon X-Bow
Void Wizard Electro Dragon X-Bow
Void Wizard Electro Dragon
Three Musketeers Void
Void Electro Dragon X-Bow
X-Bow
X-Bow Wizard Three Musketeers Electro Dragon
Wizard Three Musketeers Electro Dragon X-Bow
Three Musketeers
Void Mega Minion Wizard Three Musketeers Electro Dragon X-Bow
Wizard Electro Dragon X-Bow
Void Giant Skeleton X-Bow
Wizard Void
Void X-Bow
Void Electro Dragon X-Bow
Wizard Electro Dragon
Mega Minion
Void X-Bow Wizard Electro Dragon
Void Wizard Electro Dragon X-Bow
Void X-Bow
Wizard Electro Dragon X-Bow
Electro Dragon Mega Minion Wizard Void
Mega Minion Void
Void Wizard Electro Dragon X-Bow
Void Electro Dragon
Giant Skeleton
Wizard
Void Electro Dragon X-Bow
Mega Minion Wizard Three Musketeers Electro Dragon
Void Mega Minion Wizard Three Musketeers Electro Dragon
Wizard Electro Dragon
Void Giant Skeleton
Mega Minion Three Musketeers Electro Dragon
Electro Dragon Giant Skeleton
Void Electro Dragon
Void Electro Dragon Giant Skeleton X-Bow

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