My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Rascals Zappies Three Musketeers Hunter

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.

Rascals Zappies Three Musketeers Hunter Fisherman

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.

Rocket

Pump responses

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

Rocket

Dropped at the bridge

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

Electro Spirit Barbarians Rascals

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

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 Fisherman
Giant Snowball
Barbarians Zappies Three Musketeers Fisherman
Zap
Zappies Three Musketeers Fisherman
Barbarian Barrel
Electro Spirit Barbarians Rascals Zappies Three Musketeers Hunter
The Log
Electro Spirit Barbarians Rascals Zappies Three Musketeers Hunter Fisherman
Earthquake
Barbarians Zappies
Arrows
Electro Spirit Rascals Zappies
Royal Delivery
Electro Spirit Barbarians Rascals Zappies Three Musketeers Hunter Fisherman
Fireball
Barbarians Rascals Zappies Three Musketeers Hunter Fisherman
Poison
Barbarians Rascals Zappies Three Musketeers Hunter Fisherman
Lightning
Three Musketeers Hunter Fisherman
Rocket
Barbarians Rascals Three Musketeers Hunter

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Rocket Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Rocket Hunter

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 Rocket

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

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.

Electro Spirit Fisherman Zappies Hunter Barbarians Rascals Rocket Three Musketeers

Shortest cycle

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

12 Electro Spirit Fisherman Zappies Hunter

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.

Electro Spirit
Barbarians
Rascals
Zappies
Zappies
Rascals Three Musketeers
Rocket
Three Musketeers
Zappies
Hunter
Fisherman
Fisherman
Hunter

Defense Synergies 1 4

Electro Spirit
Hunter Fisherman
Barbarians
Zappies
Rascals
Zappies
Barbarians Fisherman
Rocket
Three Musketeers
Hunter
Fisherman Electro Spirit
Fisherman
Hunter Electro Spirit Zappies

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.

Rocket Zappies
Barbarians Hunter Rascals Zappies Three Musketeers Fisherman
Barbarians Rocket Three Musketeers Hunter Fisherman Rascals Zappies
Barbarians Three Musketeers Hunter Rascals Zappies Fisherman
Barbarians Rocket
Electro Spirit Rascals Zappies Hunter
Rocket Three Musketeers Hunter Electro Spirit Rascals Zappies
Rocket Electro Spirit Barbarians Rascals
Barbarians Zappies Three Musketeers Hunter Rascals Fisherman
Barbarians Rascals Zappies Hunter Fisherman
Barbarians Electro Spirit Rascals Zappies Hunter Fisherman
Three Musketeers Hunter Rascals Zappies
Barbarians Hunter Rascals Zappies Rocket Three Musketeers
Rocket Three Musketeers Electro Spirit Barbarians Rascals Zappies Hunter
Barbarians Rascals Zappies Three Musketeers Hunter
Barbarians Rocket Rascals Zappies Three Musketeers Hunter Fisherman
Barbarians Three Musketeers Rascals Zappies Hunter Fisherman
Electro Spirit Barbarians Rascals Zappies Three Musketeers Hunter Fisherman
Hunter Electro Spirit Barbarians Rascals Zappies Fisherman
Barbarians Zappies Three Musketeers Hunter Fisherman
Rascals Electro Spirit Barbarians Zappies Hunter Fisherman

Counters to secondary win conditions

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

Barbarians Rascals Zappies Fisherman
Rocket Hunter Fisherman
Barbarians Zappies Rascals Rocket Hunter Fisherman
Rocket Hunter Barbarians Rascals Zappies Fisherman
Barbarians Rascals Zappies Three Musketeers Hunter Fisherman
Rocket Electro Spirit Rascals Zappies Three Musketeers Hunter
Rascals Rocket Barbarians Zappies Hunter
Barbarians Rascals Zappies Hunter Fisherman
Rocket Electro Spirit Barbarians Zappies
Barbarians Zappies Three Musketeers
Barbarians Rascals Zappies Hunter
Rocket Barbarians
Barbarians Rascals Rocket Zappies Three Musketeers Hunter
Barbarians Rascals Zappies Three Musketeers
Barbarians Rascals Zappies Electro Spirit Rocket Three Musketeers Hunter Fisherman
Electro Spirit Barbarians Rascals Zappies Hunter

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.)

Rascals Rocket
Fisherman
Rocket
Barbarians Rascals Rocket
Rocket
Electro Spirit Rocket Hunter
Hunter
Fisherman
Rocket Three Musketeers Fisherman
Rocket Fisherman
Rocket
Rocket Three Musketeers Hunter Fisherman
Rocket Fisherman
Fisherman
Rocket Three Musketeers Hunter
Rocket Three Musketeers
Rocket Three Musketeers
Rocket Fisherman
Rocket Three Musketeers Hunter Fisherman
Rocket
Rocket
Rocket
Rocket Fisherman
Rocket Barbarians
Electro Spirit Hunter
Fisherman
Hunter Fisherman
Fisherman
Rocket Fisherman
Hunter
Rocket Electro Spirit Zappies
Rocket Hunter
Rocket Electro Spirit Zappies
Rocket
Electro Spirit Barbarians Zappies Rocket
Rocket Zappies Three Musketeers Hunter
Rascals Rocket Three Musketeers Hunter
Rocket
Three Musketeers
Electro Spirit Rascals Zappies Rocket
Zappies Rocket
Rocket

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