My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Bad
Versatility
Good
F2P score
RIP

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 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Zappies Wizard Three Musketeers

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.

Zappies Wizard Elixir Collector Three Musketeers Giant Skeleton

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.

Rage

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Giant Skeleton

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.

Giant Skeleton

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 Guards Clone Giant Skeleton
Giant Snowball
Zappies Three Musketeers Guards Clone
Zap
Zappies Three Musketeers Guards Clone
Barbarian Barrel
Zappies Wizard Three Musketeers Guards Clone Giant Skeleton
The Log
Zappies Three Musketeers Guards Clone Giant Skeleton
Earthquake
Zappies Elixir Collector Guards Clone
Arrows
Zappies Guards Clone
Royal Delivery
Zappies Wizard Three Musketeers Guards Clone Giant Skeleton
Fireball
Zappies Wizard Elixir Collector Three Musketeers Clone
Poison
Zappies Wizard Elixir Collector Three Musketeers Guards Clone
Lightning
Wizard Elixir Collector Three Musketeers
Rocket
Wizard Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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.

Elixir Collector Rage Guards Clone Giant Skeleton

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.

Wizard 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Guards Clone Zappies Wizard Elixir Collector Giant Skeleton Three Musketeers

Shortest cycle

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

12 Rage Guards Clone Zappies

Attack Synergies 1 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.

Zappies
Three Musketeers Rage Clone Giant Skeleton
Wizard
Rage Giant Skeleton
Elixir Collector
Three Musketeers
Zappies Rage Guards Clone
Rage
Zappies Wizard Three Musketeers Giant Skeleton
Guards
Three Musketeers Clone
Clone
Giant Skeleton Zappies Three Musketeers Guards
Giant Skeleton
Clone Zappies Wizard Rage

Defense Synergies 0 5

Zappies
Guards Giant Skeleton
Wizard
Guards Giant Skeleton
Elixir Collector
Three Musketeers
Rage
Guards
Zappies Wizard Giant Skeleton
Clone
Giant Skeleton
Zappies Wizard Guards

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.

Zappies Wizard
Zappies Three Musketeers
Three Musketeers Zappies Giant Skeleton
Three Musketeers Zappies Guards
Giant Skeleton
Zappies Guards
Three Musketeers Zappies Wizard
Giant Skeleton
Zappies Three Musketeers
Guards Zappies Giant Skeleton
Guards Zappies Wizard Giant Skeleton
Three Musketeers Zappies Wizard
Zappies Wizard Three Musketeers Guards Giant Skeleton
Wizard Three Musketeers Zappies Guards
Zappies Three Musketeers
Zappies Three Musketeers
Wizard Three Musketeers Zappies
Zappies Wizard Three Musketeers Guards
Wizard Zappies Guards Giant Skeleton
Zappies Three Musketeers
Wizard Zappies Guards Giant Skeleton

Counters to secondary win conditions

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

Guards Zappies Giant Skeleton
Wizard
Zappies Guards Giant Skeleton
Guards Giant Skeleton Zappies
Giant Skeleton Zappies Three Musketeers Guards
Wizard Zappies Three Musketeers
Guards Zappies Giant Skeleton
Giant Skeleton Zappies
Giant Skeleton Zappies
Zappies Three Musketeers Guards
Zappies Guards Giant Skeleton
Guards Giant Skeleton
Giant Skeleton Zappies Wizard Three Musketeers Guards
Wizard Zappies Three Musketeers
Zappies Guards Three Musketeers Giant Skeleton
Zappies Wizard Giant Skeleton

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.)

Guards Giant Skeleton
Giant Skeleton
Guards Giant Skeleton
Wizard
Wizard
Wizard
Wizard
Wizard
Three Musketeers Guards
Wizard
Wizard
Three Musketeers
Wizard Three Musketeers
Wizard Three Musketeers
Three Musketeers
Wizard Three Musketeers
Wizard
Giant Skeleton
Wizard
Wizard
Wizard
Wizard
Wizard
Zappies Wizard Guards
Wizard
Zappies
Giant Skeleton
Wizard
Zappies Guards
Zappies Wizard Three Musketeers
Wizard Three Musketeers
Wizard
Giant Skeleton
Three Musketeers
Zappies Guards Giant Skeleton
Zappies
Giant Skeleton

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