My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Minions Furnace Three Musketeers Electro Wizard

Defensive buildings

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

Furnace

Investments

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

Skeletons Furnace Three Musketeers Giant Skeleton Electro Wizard

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.

Rage

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 Giant Skeleton

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 Electro Wizard

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 Minions Three Musketeers Giant Skeleton
Giant Snowball
Skeletons Minions Furnace Three Musketeers
Zap
Skeletons Minions Furnace Three Musketeers
Barbarian Barrel
Skeletons Electro Spirit Furnace Three Musketeers Giant Skeleton Electro Wizard
The Log
Skeletons Electro Spirit Furnace Three Musketeers Giant Skeleton
Earthquake
Skeletons Furnace
Arrows
Skeletons Electro Spirit Minions Furnace
Royal Delivery
Skeletons Electro Spirit Minions Three Musketeers Giant Skeleton Electro Wizard
Fireball
Minions Furnace Three Musketeers Electro Wizard
Poison
Minions Furnace Three Musketeers Electro Wizard
Lightning
Furnace Three Musketeers Electro Wizard
Rocket
Furnace Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Furnace

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 Rage 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.

Minions Furnace Three Musketeers Electro Wizard

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.

Skeletons Electro Spirit Rage Minions Furnace Electro Wizard Giant Skeleton Three Musketeers

Shortest cycle

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

7 Skeletons Electro Spirit Rage Minions

Attack Synergies 1 7

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
Giant Skeleton
Minions
Rage Giant Skeleton
Furnace
Giant Skeleton
Three Musketeers
Rage
Rage
Minions Three Musketeers Giant Skeleton Electro Wizard
Giant Skeleton
Electro Spirit Minions Furnace Rage Electro Wizard
Electro Wizard
Rage Giant Skeleton

Defense Synergies 0 10

Skeletons
Electro Spirit Minions Furnace Giant Skeleton Electro Wizard
Electro Spirit
Skeletons Electro Wizard
Minions
Skeletons Giant Skeleton Electro Wizard
Furnace
Skeletons Electro Wizard
Three Musketeers
Rage
Giant Skeleton
Skeletons Minions Electro Wizard
Electro Wizard
Skeletons Electro Spirit Minions Furnace Giant Skeleton

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.

Minions Electro Wizard
Skeletons Minions Furnace Three Musketeers Electro Wizard
Furnace Three Musketeers Skeletons Minions Giant Skeleton Electro Wizard
Three Musketeers Skeletons Minions Furnace Electro Wizard
Giant Skeleton
Skeletons Electro Spirit Minions Furnace Electro Wizard
Minions Furnace Three Musketeers Electro Wizard Electro Spirit
Electro Spirit Giant Skeleton Electro Wizard
Three Musketeers Skeletons Minions Furnace
Skeletons Giant Skeleton Electro Wizard
Minions Electro Wizard Skeletons Electro Spirit Furnace Giant Skeleton
Minions Three Musketeers Furnace Electro Wizard
Furnace Skeletons Minions Three Musketeers Giant Skeleton Electro Wizard
Three Musketeers Electro Spirit Minions Furnace Electro Wizard
Furnace Three Musketeers Electro Wizard
Furnace Three Musketeers Electro Wizard
Three Musketeers Skeletons Minions Furnace Electro Wizard
Electro Spirit Minions Furnace Three Musketeers Electro Wizard
Furnace Electro Spirit Minions Giant Skeleton Electro Wizard
Three Musketeers Electro Wizard
Electro Spirit Minions Furnace Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Skeletons Furnace Giant Skeleton Electro Wizard
Electro Wizard
Giant Skeleton Skeletons Minions Furnace Electro Wizard
Giant Skeleton Electro Wizard
Giant Skeleton Skeletons Three Musketeers
Furnace Skeletons Electro Spirit Minions Three Musketeers Electro Wizard
Skeletons Minions Furnace Giant Skeleton Electro Wizard
Giant Skeleton
Giant Skeleton Electro Wizard Skeletons Electro Spirit Minions
Skeletons Three Musketeers
Minions Giant Skeleton
Giant Skeleton Electro Wizard
Giant Skeleton Skeletons Three Musketeers
Furnace Three Musketeers
Electro Wizard Skeletons Electro Spirit Minions Furnace Three Musketeers Giant Skeleton
Minions Electro Spirit Giant Skeleton Electro Wizard

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.)

Giant Skeleton
Electro Wizard
Giant Skeleton
Giant Skeleton
Furnace
Electro Spirit Minions Furnace
Furnace
Minions Three Musketeers Electro Wizard
Electro Wizard
Three Musketeers
Minions
Furnace
Furnace Three Musketeers
Furnace Three Musketeers
Three Musketeers
Minions
Three Musketeers Electro Wizard
Minions Giant Skeleton
Electro Spirit Furnace
Electro Wizard
Furnace Electro Wizard
Electro Wizard Electro Spirit Minions
Electro Spirit Electro Wizard
Giant Skeleton
Electro Wizard Electro Spirit Minions
Three Musketeers Electro Wizard
Three Musketeers Electro Wizard
Giant Skeleton
Three Musketeers
Electro Spirit Minions Giant Skeleton Electro Wizard
Electro Wizard
Giant Skeleton Electro Wizard

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