My Best Clash Royale Deck

Deck Check Rating

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

4 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Musketeer Wizard Baby Dragon 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.

Musketeer Giant Wizard Baby Dragon Witch

Offensive cards

Win conditions

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

Giant Miner Graveyard

Damage spells

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

Fireball

Punishments

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

Giant Miner Graveyard

Pump responses

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

Fireball Miner Graveyard

Dropped at the bridge

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

Giant Baby Dragon

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.

Miner Graveyard

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 Miner Graveyard
Giant Snowball
Musketeer Baby Dragon Witch Miner Graveyard
Zap
Witch Graveyard
Barbarian Barrel
Musketeer Wizard Witch Graveyard
The Log
Musketeer Witch Graveyard
Earthquake
Witch Graveyard
Arrows
Witch Graveyard
Royal Delivery
Musketeer Wizard Baby Dragon Witch Miner Graveyard
Fireball
Musketeer Wizard Baby Dragon Witch
Poison
Musketeer Wizard Witch Graveyard
Lightning
Musketeer Wizard Baby Dragon Witch
Rocket
Musketeer Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Baby Dragon

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.

Baby Dragon Miner

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball Graveyard

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.

Fireball Musketeer Wizard Witch

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Miner Fireball Musketeer Baby Dragon Giant Wizard Witch Graveyard

Shortest cycle

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

15 Miner Fireball Musketeer Baby Dragon

Attack Synergies 5 15

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.

Fireball
Graveyard Giant Baby Dragon Miner
Musketeer
Giant Baby Dragon Miner Graveyard
Giant
Musketeer Miner Graveyard Fireball Wizard Baby Dragon Witch
Wizard
Giant Miner
Baby Dragon
Graveyard Fireball Musketeer Giant Witch Miner
Witch
Giant Baby Dragon Miner Graveyard
Miner
Giant Fireball Musketeer Wizard Baby Dragon Witch Graveyard
Graveyard
Fireball Giant Baby Dragon Musketeer Witch Miner

Defense Synergies 0 5

Fireball
Musketeer Miner
Musketeer
Fireball Baby Dragon Miner
Giant
Wizard
Baby Dragon
Musketeer Witch
Witch
Baby Dragon
Miner
Fireball Musketeer
Graveyard

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.

Fireball Musketeer Wizard Baby Dragon
Musketeer Witch
Witch Musketeer
Witch Musketeer
Fireball
Fireball Musketeer Baby Dragon
Musketeer Fireball Wizard Baby Dragon Witch
Fireball Musketeer Baby Dragon
Witch Musketeer
Musketeer Miner
Witch Fireball Musketeer Wizard Baby Dragon
Musketeer Fireball Wizard Baby Dragon Witch
Fireball Musketeer Wizard Witch
Fireball Wizard Baby Dragon Witch
Fireball
Wizard Fireball Musketeer Witch
Fireball Musketeer Wizard Baby Dragon Witch
Wizard Baby Dragon Witch Fireball Musketeer
Musketeer
Wizard Fireball Musketeer Baby Dragon Witch

Counters to secondary win conditions

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

Fireball Witch
Fireball Musketeer Wizard Baby Dragon Miner
Musketeer Witch
Fireball Musketeer
Musketeer Witch
Fireball Wizard Musketeer Baby Dragon Witch
Fireball Musketeer Witch
Fireball Baby Dragon Witch
Witch Musketeer
Musketeer Witch
Fireball
Fireball Wizard Witch
Wizard Fireball Musketeer Baby Dragon Witch
Witch Fireball Musketeer Baby Dragon
Fireball Musketeer Wizard Baby Dragon Witch

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.)

Fireball Musketeer Baby Dragon
Fireball Musketeer Baby Dragon Miner
Fireball Baby Dragon Miner
Fireball Musketeer
Fireball Wizard Baby Dragon
Fireball Wizard Musketeer Baby Dragon Witch
Musketeer Wizard Baby Dragon Witch
Fireball Wizard Baby Dragon
Fireball Miner Wizard
Fireball Musketeer
Miner Fireball Musketeer Wizard
Fireball Musketeer Wizard Baby Dragon
Fireball Musketeer Baby Dragon Miner
Fireball Musketeer Baby Dragon
Fireball Musketeer Baby Dragon
Fireball Musketeer Wizard Baby Dragon Witch
Fireball Musketeer Wizard Baby Dragon
Fireball
Fireball Musketeer Wizard Baby Dragon
Fireball Wizard Baby Dragon Witch Miner
Fireball Musketeer Baby Dragon
Fireball Wizard
Musketeer
Fireball Musketeer Baby Dragon
Fireball Wizard Baby Dragon Witch
Witch
Fireball Miner Musketeer Wizard Baby Dragon Witch
Fireball Musketeer Wizard Baby Dragon Witch Miner
Fireball Miner Musketeer Baby Dragon
Fireball Musketeer Wizard Baby Dragon Witch
Fireball Musketeer Wizard Witch
Fireball
Fireball Musketeer Wizard Miner
Fireball
Fireball Wizard
Fireball Musketeer Witch
Fireball Musketeer Wizard Baby Dragon Witch
Fireball
Fireball Miner Musketeer Wizard Baby Dragon
Fireball Musketeer Wizard Baby Dragon
Fireball
Musketeer
Fireball Musketeer Baby Dragon Witch
Fireball Musketeer Witch
Fireball Musketeer Baby Dragon Witch Miner

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