My Best Clash Royale Deck

Deck Check Rating

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

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 Electro Wizard

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.

Ice Spirit Three Musketeers Electro Wizard Mega Knight

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.

Zap The Log

Punishments

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

Mega Knight

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.

Ice Spirit Heal Spirit Mega Knight

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 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
Three Musketeers
Giant Snowball
Three Musketeers
Zap
Three Musketeers
Barbarian Barrel
Ice Spirit Heal Spirit Three Musketeers Electro Wizard
The Log
Ice Spirit Heal Spirit Three Musketeers
Earthquake
Arrows
Ice Spirit Heal Spirit
Royal Delivery
Ice Spirit Heal Spirit Three Musketeers Electro Wizard
Fireball
Three Musketeers Electro Wizard
Poison
Three Musketeers Electro Wizard
Lightning
Three Musketeers Electro Wizard
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap The Log Mega Knight

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 Spirit Heal Spirit Mega Knight

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 Spirit Heal Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Ice Spirit Heal Spirit Zap The Log Electro Wizard Mega Knight Three Musketeers

Shortest cycle

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

4 Mirror Ice Spirit Heal Spirit Zap

Attack Synergies 4 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.

Ice Spirit
Zap Three Musketeers Mega Knight
Zap
Ice Spirit Mirror Electro Wizard Heal Spirit Three Musketeers The Log Mega Knight
Heal Spirit
Zap Three Musketeers Mega Knight
Three Musketeers
Ice Spirit Zap Heal Spirit Mirror The Log
Mirror
Zap The Log Three Musketeers
The Log
Mirror Zap Three Musketeers Mega Knight
Electro Wizard
Zap Mega Knight
Mega Knight
Ice Spirit Zap Heal Spirit The Log Electro Wizard

Defense Synergies 4 13

Ice Spirit
Zap Three Musketeers The Log Electro Wizard Mega Knight
Zap
Ice Spirit Mirror Electro Wizard Mega Knight Three Musketeers The Log
Heal Spirit
Three Musketeers
Ice Spirit Zap The Log
Mirror
Zap The Log Electro Wizard Mega Knight
The Log
Ice Spirit Zap Three Musketeers Mirror Electro Wizard Mega Knight
Electro Wizard
Zap Ice Spirit Mirror The Log Mega Knight
Mega Knight
Zap Ice Spirit Mirror The Log Electro Wizard

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.

Zap The Log Electro Wizard
Ice Spirit Zap Three Musketeers The Log Electro Wizard Mega Knight
Three Musketeers Mega Knight Electro Wizard
Three Musketeers Electro Wizard Mega Knight
The Log Mega Knight
The Log Zap Electro Wizard Mega Knight
Three Musketeers Electro Wizard Ice Spirit Zap
Zap The Log Electro Wizard Mega Knight
Three Musketeers
Ice Spirit Electro Wizard Mega Knight
Electro Wizard Zap The Log Mega Knight
Three Musketeers Zap Electro Wizard
Mega Knight Ice Spirit Zap Three Musketeers The Log Electro Wizard
Three Musketeers Mega Knight Ice Spirit Zap The Log Electro Wizard
Three Musketeers Electro Wizard Mega Knight
Ice Spirit Zap Three Musketeers The Log Electro Wizard Mega Knight
Three Musketeers Mega Knight Electro Wizard
Ice Spirit Mega Knight Zap Three Musketeers The Log Electro Wizard
Zap The Log Ice Spirit Electro Wizard Mega Knight
Three Musketeers Electro Wizard
Mega Knight The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight Zap Electro Wizard
Electro Wizard Zap The Log Mega Knight
Mega Knight Ice Spirit Zap The Log Electro Wizard
Mega Knight Zap The Log Electro Wizard
Three Musketeers Mega Knight
Ice Spirit Zap Three Musketeers Electro Wizard
Electro Wizard
Mega Knight
Zap Electro Wizard Mega Knight Ice Spirit The Log
Three Musketeers
Mega Knight
Mega Knight Zap The Log Electro Wizard
Mega Knight Three Musketeers
Three Musketeers Mega Knight
Electro Wizard Ice Spirit Zap Three Musketeers The Log
Mega Knight Zap The Log 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.)

The Log
Zap The Log Electro Wizard
The Log
The Log
Zap The Log Mega Knight
Ice Spirit Zap
The Log
The Log Ice Spirit Zap
The Log Zap
Three Musketeers Electro Wizard
Zap The Log Electro Wizard
Zap
Three Musketeers The Log
Zap The Log
Zap Three Musketeers The Log
Three Musketeers The Log Mega Knight
Three Musketeers
Zap Three Musketeers The Log Electro Wizard Mega Knight
Zap The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap The Log Ice Spirit Mega Knight
The Log Zap Electro Wizard
Zap The Log Mega Knight
Zap The Log
Zap Electro Wizard
Zap Electro Wizard Ice Spirit
Zap The Log Mega Knight
Zap Ice Spirit Electro Wizard
Mega Knight
The Log
Zap Electro Wizard Ice Spirit
Zap Three Musketeers Electro Wizard
The Log
Three Musketeers Electro Wizard Mega Knight
The Log Zap
Zap
Three Musketeers Mega Knight
Zap Ice Spirit The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard Mega Knight

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