My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Tesla Ice Golem Wizard Three Musketeers Witch Phoenix

Defensive buildings

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

Tesla

Investments

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

Tesla Ice Golem Wizard Three Musketeers Witch Phoenix

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Fireball

Pump responses

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

Fireball

Dropped at the bridge

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

Ice Golem Phoenix

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 Guards Phoenix
Giant Snowball
Three Musketeers Guards Witch
Zap
Three Musketeers Guards Witch
Barbarian Barrel
Tesla Wizard Three Musketeers Guards Witch
The Log
Three Musketeers Guards Witch
Earthquake
Tesla Guards Witch
Arrows
Guards Witch
Royal Delivery
Wizard Three Musketeers Guards Witch
Fireball
Tesla Wizard Three Musketeers Witch
Poison
Wizard Three Musketeers Guards Witch Phoenix
Lightning
Tesla Ice Golem Wizard Three Musketeers Witch Phoenix
Rocket
Wizard Three Musketeers Witch Phoenix

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Fireball Wizard

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.

Ice Golem Guards

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.

Fireball

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.

Ice Golem Fireball Wizard Three Musketeers Witch

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.

Ice Golem Guards Tesla Fireball Phoenix Wizard Witch Three Musketeers

Shortest cycle

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

13 Ice Golem Guards Tesla Fireball

Attack Synergies 1 2

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.

Tesla
Ice Golem
Three Musketeers Witch
Fireball
Wizard
Three Musketeers
Ice Golem Guards
Guards
Three Musketeers
Witch
Ice Golem
Phoenix

Defense Synergies 1 11

Tesla
Ice Golem Fireball Wizard Guards
Ice Golem
Tesla Fireball Wizard Three Musketeers Guards Witch Phoenix
Fireball
Tesla Ice Golem
Wizard
Tesla Ice Golem Guards
Three Musketeers
Ice Golem
Guards
Tesla Ice Golem Wizard Witch
Witch
Ice Golem Guards
Phoenix
Ice Golem

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.

Tesla Ice Golem Fireball Wizard
Tesla Three Musketeers Witch Phoenix
Tesla Three Musketeers Witch
Tesla Three Musketeers Witch Guards Phoenix
Fireball
Fireball Tesla Guards
Tesla Three Musketeers Fireball Wizard Witch Phoenix
Tesla Ice Golem Fireball Phoenix
Tesla Three Musketeers Witch Phoenix
Guards Tesla Ice Golem Phoenix
Guards Witch Tesla Ice Golem Fireball Wizard
Tesla Three Musketeers Fireball Wizard Witch Phoenix
Tesla Fireball Wizard Three Musketeers Guards Witch
Fireball Wizard Three Musketeers Tesla Guards Witch
Tesla Three Musketeers Phoenix
Tesla Fireball Three Musketeers
Tesla Wizard Three Musketeers Fireball Witch
Tesla Fireball Wizard Three Musketeers Guards Witch
Wizard Witch Tesla Ice Golem Fireball Guards
Tesla Three Musketeers Phoenix
Wizard Tesla Fireball Guards Witch

Counters to secondary win conditions

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

Guards Tesla Ice Golem Fireball Witch
Fireball Tesla Ice Golem Wizard Phoenix
Guards Ice Golem Witch
Guards Tesla Ice Golem Fireball Phoenix
Tesla Three Musketeers Guards Witch Phoenix
Fireball Wizard Tesla Ice Golem Three Musketeers Witch
Guards Tesla Ice Golem Fireball Witch Phoenix
Tesla Phoenix
Ice Golem Fireball Witch Phoenix
Witch Tesla Three Musketeers Guards Phoenix
Tesla Guards Witch Phoenix
Fireball Guards Phoenix
Tesla Ice Golem Fireball Wizard Three Musketeers Guards Witch
Wizard Tesla Fireball Three Musketeers Witch
Tesla Guards Witch Phoenix Ice Golem Fireball Three Musketeers
Tesla Ice Golem Fireball Wizard Witch Phoenix

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.)

Fireball Ice Golem Guards
Fireball
Fireball
Ice Golem Fireball Guards
Fireball Wizard
Fireball Wizard Ice Golem Witch
Wizard Witch
Fireball Ice Golem Wizard
Fireball Wizard
Fireball Three Musketeers Guards
Fireball Wizard
Fireball Wizard
Ice Golem Fireball Three Musketeers
Fireball
Ice Golem Fireball
Fireball Wizard Three Musketeers Witch
Fireball Wizard Three Musketeers
Fireball Three Musketeers
Fireball Wizard Three Musketeers
Fireball Wizard Witch
Fireball
Fireball Wizard
Fireball
Ice Golem Fireball Wizard Witch
Witch
Fireball Wizard Witch
Fireball Wizard Witch
Fireball
Ice Golem Fireball Wizard Witch
Fireball Wizard Guards Witch
Fireball
Fireball Wizard
Fireball
Fireball Wizard
Fireball Guards Witch
Fireball Wizard Three Musketeers Witch
Fireball
Fireball Wizard Three Musketeers
Ice Golem Fireball Wizard
Fireball
Three Musketeers
Fireball Guards Witch
Fireball Witch
Fireball Witch

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