My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 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.

Spear Goblins Archers Three Musketeers Electro Wizard Night Witch

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.

Spear Goblins Archers Three Musketeers Golem Electro Wizard Night Witch

Offensive cards

Win conditions

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

Three Musketeers Golem

Damage spells

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

Zap The Log

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.

Spear Goblins Golem

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.

Golem 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
Spear Goblins Archers Three Musketeers Night Witch
Giant Snowball
Spear Goblins Archers Three Musketeers Night Witch
Zap
Spear Goblins Archers Three Musketeers Night Witch
Barbarian Barrel
Spear Goblins Archers Three Musketeers Electro Wizard Night Witch
The Log
Spear Goblins Archers Three Musketeers
Earthquake
Spear Goblins Archers
Arrows
Spear Goblins Archers Night Witch
Royal Delivery
Spear Goblins Archers Three Musketeers Electro Wizard Night Witch
Fireball
Archers Three Musketeers Electro Wizard Night Witch
Poison
Spear Goblins Archers Three Musketeers Electro Wizard Night Witch
Lightning
Three Musketeers Electro Wizard Night Witch
Rocket
Three Musketeers Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log

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.

Spear Goblins Golem Night Witch

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.

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.

Spear Goblins Zap The Log Archers Electro Wizard Night Witch Golem Three Musketeers

Shortest cycle

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

9 Spear Goblins Zap The Log Archers

Attack Synergies 2 11

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.

Spear Goblins
Zap Golem
Zap
Electro Wizard Spear Goblins Archers Three Musketeers Golem The Log Night Witch
Archers
Zap Golem
Three Musketeers
Zap The Log
Golem
Night Witch Spear Goblins Zap Archers The Log Electro Wizard
The Log
Zap Three Musketeers Golem
Electro Wizard
Zap Golem
Night Witch
Golem Zap

Defense Synergies 1 15

Spear Goblins
Zap Archers The Log Electro Wizard Night Witch
Zap
Electro Wizard Spear Goblins Archers Three Musketeers The Log Night Witch
Archers
Spear Goblins Zap The Log Electro Wizard
Three Musketeers
Zap The Log
Golem
The Log
Spear Goblins Zap Archers Three Musketeers Electro Wizard Night Witch
Electro Wizard
Zap Spear Goblins Archers The Log Night Witch
Night Witch
Spear Goblins Zap 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.

Spear Goblins Zap The Log Electro Wizard
Zap Three Musketeers The Log Electro Wizard Night Witch
Three Musketeers Archers Electro Wizard Night Witch
Three Musketeers Night Witch Electro Wizard
The Log
The Log Spear Goblins Zap Archers Electro Wizard Night Witch
Three Musketeers Electro Wizard Spear Goblins Zap Archers Night Witch
Zap The Log Electro Wizard
Three Musketeers Night Witch
Spear Goblins Archers Electro Wizard Night Witch
Archers Electro Wizard Spear Goblins Zap The Log Night Witch
Three Musketeers Spear Goblins Zap Archers Electro Wizard Night Witch
Night Witch Zap Three Musketeers The Log Electro Wizard
Three Musketeers Zap The Log Electro Wizard Night Witch
Three Musketeers Electro Wizard
Zap Three Musketeers The Log Electro Wizard
Three Musketeers Electro Wizard Night Witch
Spear Goblins Zap Archers Three Musketeers The Log Electro Wizard Night Witch
Zap The Log Spear Goblins Archers Electro Wizard
Three Musketeers Electro Wizard
Spear Goblins Archers The Log Electro Wizard Night Witch

Counters to secondary win conditions

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

Spear Goblins Zap Archers Electro Wizard
Electro Wizard Zap Archers The Log
Spear Goblins Zap The Log Electro Wizard
Zap The Log Electro Wizard Night Witch
Three Musketeers Night Witch
Zap Archers Three Musketeers Electro Wizard
Spear Goblins Archers Electro Wizard Night Witch
Zap Electro Wizard Spear Goblins The Log
Three Musketeers
Zap The Log Electro Wizard
Three Musketeers Night Witch
Archers Three Musketeers
Electro Wizard Spear Goblins Zap Archers Three Musketeers The Log Night Witch
Zap Archers 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
Spear Goblins Zap
Archers The Log
The Log Zap
The Log Zap
Three Musketeers Electro Wizard Night Witch
Zap The Log Electro Wizard
Zap Archers
Three Musketeers The Log
Zap The Log
Spear Goblins Zap Three Musketeers The Log
Three Musketeers The Log
Three Musketeers
Night Witch
Zap Archers Three Musketeers The Log Electro Wizard
Zap The Log
The Log Night Witch
The Log
Zap The Log
Zap The Log
The Log Zap Electro Wizard
Zap The Log
Zap The Log
Zap Archers Electro Wizard Night Witch
Zap Electro Wizard
Night Witch
Zap The Log Night Witch
Zap Electro Wizard
The Log
Zap Electro Wizard Spear Goblins Archers Night Witch
Zap Archers Three Musketeers Electro Wizard
The Log
Three Musketeers Electro Wizard
The Log Zap
Zap
Three Musketeers
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard

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