My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
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.

Inferno Tower Three Musketeers Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Giant Three Musketeers Electro Wizard

Offensive cards

Win conditions

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

Giant Three Musketeers

Damage spells

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

Zap Rage The Log

Punishments

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

Giant

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.

Barbarians Giant

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
Giant Three Musketeers
Giant Snowball
Barbarians Three Musketeers
Zap
Inferno Tower Three Musketeers
Barbarian Barrel
Barbarians Inferno Tower Three Musketeers Electro Wizard
The Log
Barbarians Three Musketeers
Earthquake
Barbarians Inferno Tower
Arrows
Royal Delivery
Barbarians Three Musketeers Electro Wizard
Fireball
Barbarians Inferno Tower Three Musketeers Electro Wizard
Poison
Barbarians Inferno Tower Three Musketeers Electro Wizard
Lightning
Inferno Tower Three Musketeers Electro Wizard
Rocket
Barbarians Inferno Tower Three Musketeers

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.

Inferno Tower Rage

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.

Barbarians 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.

Zap Rage The Log Electro Wizard Barbarians Giant Inferno Tower Three Musketeers

Shortest cycle

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

10 Zap Rage The Log Electro Wizard

Attack Synergies 3 8

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.

Zap
Giant Electro Wizard Three Musketeers The Log
Barbarians
Giant
Zap Rage Three Musketeers The Log Electro Wizard
Inferno Tower
Three Musketeers
Zap Giant Rage The Log
Rage
Giant Three Musketeers Electro Wizard
The Log
Zap Giant Three Musketeers
Electro Wizard
Zap Giant Rage

Defense Synergies 3 6

Zap
Electro Wizard Barbarians Inferno Tower Three Musketeers The Log
Barbarians
Zap
Giant
Inferno Tower
The Log Electro Wizard Zap
Three Musketeers
Zap The Log
Rage
The Log
Inferno Tower Zap Three Musketeers Electro Wizard
Electro Wizard
Zap Inferno Tower The Log

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 Inferno Tower The Log Electro Wizard
Barbarians Inferno Tower Zap Three Musketeers The Log Electro Wizard
Barbarians Inferno Tower Three Musketeers Electro Wizard
Barbarians Inferno Tower Three Musketeers Electro Wizard
Barbarians The Log
The Log Zap Electro Wizard
Inferno Tower Three Musketeers Electro Wizard Zap
Zap Barbarians Inferno Tower The Log Electro Wizard
Barbarians Inferno Tower Three Musketeers
Barbarians Inferno Tower Electro Wizard
Barbarians Electro Wizard Zap The Log
Inferno Tower Three Musketeers Zap Electro Wizard
Barbarians Inferno Tower Zap Three Musketeers The Log Electro Wizard
Three Musketeers Zap Barbarians The Log Electro Wizard
Barbarians Inferno Tower Three Musketeers Electro Wizard
Barbarians Inferno Tower Zap Three Musketeers The Log Electro Wizard
Barbarians Three Musketeers Inferno Tower Electro Wizard
Zap Barbarians Three Musketeers The Log Electro Wizard
Zap The Log Barbarians Electro Wizard
Barbarians Inferno Tower Three Musketeers Electro Wizard
Barbarians The Log Electro Wizard

Counters to secondary win conditions

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

Barbarians Zap Inferno Tower Electro Wizard
Electro Wizard Zap The Log
Barbarians Zap Inferno Tower The Log Electro Wizard
Zap Barbarians Inferno Tower The Log Electro Wizard
Barbarians Inferno Tower Three Musketeers
Zap Three Musketeers Electro Wizard
Barbarians Inferno Tower Electro Wizard
Inferno Tower Barbarians
Zap Electro Wizard Barbarians Inferno Tower The Log
Inferno Tower Barbarians Three Musketeers
Barbarians Inferno Tower
Zap Barbarians The Log Electro Wizard
Barbarians Inferno Tower Three Musketeers
Barbarians Three Musketeers
Barbarians Inferno Tower Electro Wizard Zap Three Musketeers The Log
Zap Barbarians Inferno Tower 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
Barbarians The Log
Zap The Log
Zap
The Log
The Log 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
Three Musketeers
Zap Three Musketeers The Log Electro Wizard
Zap The Log
The Log
The Log
Zap Barbarians The Log
Zap The Log
The Log Zap Electro Wizard
Zap The Log
Zap The Log
Zap Electro Wizard
Zap Electro Wizard
Zap The Log
Zap Electro Wizard
The Log
Zap Electro Wizard Barbarians
Zap 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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