My Best Clash Royale Deck

Deck Check Rating

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

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.

Three Musketeers Electro Dragon Ice Wizard

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.

Three Musketeers Electro Dragon Golem Ice Wizard Royal Ghost Bandit

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

Punishments

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

Royal Ghost Bandit

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.

Golem Royal Ghost Bandit

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 Dragon Golem Royal Ghost Bandit

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 Bandit
Giant Snowball
Three Musketeers Electro Dragon
Zap
Three Musketeers Bandit
Barbarian Barrel
Three Musketeers Ice Wizard Royal Ghost Bandit
The Log
Three Musketeers Bandit
Earthquake
Arrows
Royal Delivery
Three Musketeers Electro Dragon Ice Wizard Royal Ghost Bandit
Fireball
Three Musketeers Electro Dragon Ice Wizard Bandit
Poison
Three Musketeers Electro Dragon Ice Wizard
Lightning
Three Musketeers Electro Dragon Ice Wizard Bandit
Rocket
Three Musketeers Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Electro Dragon The Log Ice Wizard Royal Ghost

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Golem Ice Wizard Royal Ghost

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 Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Ice Wizard Royal Ghost Bandit Electro Dragon Golem Three Musketeers

Shortest cycle

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

10 Zap The Log Ice Wizard Royal Ghost

Attack Synergies 1 17

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
Three Musketeers Electro Dragon Golem The Log Ice Wizard Royal Ghost Bandit
Three Musketeers
Zap The Log Royal Ghost Bandit
Electro Dragon
Golem Zap Ice Wizard
Golem
Electro Dragon Zap The Log Ice Wizard Bandit
The Log
Zap Three Musketeers Golem Bandit
Ice Wizard
Zap Electro Dragon Golem Bandit
Royal Ghost
Zap Three Musketeers Bandit
Bandit
Zap Three Musketeers Golem The Log Ice Wizard Royal Ghost

Defense Synergies 0 14

Zap
Three Musketeers Electro Dragon The Log Ice Wizard Royal Ghost Bandit
Three Musketeers
Zap The Log Bandit
Electro Dragon
Zap The Log Ice Wizard
Golem
The Log
Zap Three Musketeers Electro Dragon Ice Wizard Royal Ghost Bandit
Ice Wizard
Zap Electro Dragon The Log Bandit
Royal Ghost
Zap The Log
Bandit
Zap Three Musketeers The Log Ice 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.

Zap Electro Dragon The Log
Zap Three Musketeers Electro Dragon The Log Ice Wizard Bandit
Three Musketeers Electro Dragon Ice Wizard Bandit
Three Musketeers Electro Dragon Ice Wizard Bandit
The Log
The Log Zap Electro Dragon Ice Wizard Royal Ghost Bandit
Three Musketeers Zap Electro Dragon Ice Wizard
Zap Electro Dragon The Log Bandit
Three Musketeers Ice Wizard
Ice Wizard Royal Ghost Bandit
Ice Wizard Zap Electro Dragon The Log Royal Ghost Bandit
Three Musketeers Zap Electro Dragon Ice Wizard
Zap Three Musketeers Electro Dragon The Log Ice Wizard Bandit
Three Musketeers Zap Electro Dragon The Log Royal Ghost
Three Musketeers Bandit
Zap Three Musketeers The Log Bandit
Three Musketeers Electro Dragon
Zap Three Musketeers Electro Dragon The Log Ice Wizard Royal Ghost Bandit
Zap The Log Electro Dragon Ice Wizard Royal Ghost Bandit
Three Musketeers
Royal Ghost Electro Dragon The Log Bandit

Counters to secondary win conditions

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

Zap Royal Ghost Bandit
Bandit Zap Electro Dragon The Log Royal Ghost
Bandit Zap Electro Dragon The Log
Zap The Log Bandit
Three Musketeers Bandit
Zap Three Musketeers Electro Dragon Ice Wizard
Ice Wizard Bandit
Zap Electro Dragon The Log Bandit
Three Musketeers
Electro Dragon
Zap The Log
Three Musketeers Bandit
Three Musketeers Electro Dragon
Electro Dragon Zap Three Musketeers The Log
Zap Electro Dragon The Log Ice Wizard Royal Ghost

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.)

Electro Dragon The Log Royal Ghost Bandit
Zap Electro Dragon The Log Ice Wizard Royal Ghost Bandit
Electro Dragon The Log Bandit
The Log
Zap The Log
Zap Electro Dragon Ice Wizard
The Log
The Log Zap Electro Dragon Ice Wizard
The Log Zap Electro Dragon Bandit
Three Musketeers Electro Dragon
Zap Electro Dragon The Log Bandit
Zap Electro Dragon
Three Musketeers The Log Bandit
Electro Dragon Bandit
Zap The Log
Zap Three Musketeers Electro Dragon The Log Bandit
Three Musketeers Electro Dragon The Log Bandit
Three Musketeers
Zap Three Musketeers Electro Dragon The Log Bandit
Zap Electro Dragon The Log
The Log
The Log
Zap Electro Dragon The Log
Zap The Log Electro Dragon Ice Wizard
The Log Zap Electro Dragon Ice Wizard Royal Ghost Bandit
Zap Electro Dragon The Log Bandit
Zap The Log Bandit
Zap Electro Dragon Ice Wizard
Zap Electro Dragon
Zap Electro Dragon The Log Bandit
Zap Electro Dragon
The Log
Zap Electro Dragon Bandit
Zap Three Musketeers Electro Dragon Ice Wizard
The Log
Three Musketeers Electro Dragon
The Log Zap Electro Dragon
Zap
Three Musketeers Electro Dragon
Zap Electro Dragon The Log
Zap Electro Dragon
Electro Dragon Zap The Log Royal Ghost Bandit

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