My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Musketeer Wizard Baby Dragon Inferno Dragon

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 Wizard Baby Dragon Inferno Dragon Lava Hound

Offensive cards

Win conditions

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

Lava Hound

Damage spells

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

Zap Arrows

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.

Baby Dragon Lava Hound

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
Skeleton Army Inferno Dragon Lava Hound
Giant Snowball
Musketeer Skeleton Army Baby Dragon Inferno Dragon Lava Hound
Zap
Skeleton Army Inferno Dragon Lava Hound
Barbarian Barrel
Musketeer Wizard Skeleton Army
The Log
Musketeer Skeleton Army
Earthquake
Skeleton Army
Arrows
Skeleton Army Lava Hound
Royal Delivery
Musketeer Wizard Skeleton Army Baby Dragon Inferno Dragon Lava Hound
Fireball
Musketeer Wizard Skeleton Army Baby Dragon Inferno Dragon Lava Hound
Poison
Musketeer Wizard Skeleton Army Lava Hound
Lightning
Musketeer Wizard Baby Dragon Inferno Dragon
Rocket
Musketeer Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard Baby Dragon

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.

Arrows Skeleton Army Baby Dragon Inferno Dragon

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.

Skeleton Army

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.

Musketeer Wizard Lava Hound

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 Arrows Skeleton Army Musketeer Baby Dragon Inferno Dragon Wizard Lava Hound

Shortest cycle

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

12 Zap Arrows Skeleton Army Musketeer

Attack Synergies 4 6

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
Arrows Musketeer Baby Dragon Lava Hound
Arrows
Zap Lava Hound
Musketeer
Zap Baby Dragon
Wizard
Skeleton Army
Lava Hound
Baby Dragon
Lava Hound Zap Musketeer Inferno Dragon
Inferno Dragon
Lava Hound Baby Dragon
Lava Hound
Arrows Baby Dragon Inferno Dragon Zap Skeleton Army

Defense Synergies 0 10

Zap
Arrows Musketeer Skeleton Army Baby Dragon Inferno Dragon
Arrows
Zap
Musketeer
Zap Skeleton Army Baby Dragon
Wizard
Skeleton Army
Skeleton Army
Zap Musketeer Wizard Inferno Dragon
Baby Dragon
Zap Musketeer Inferno Dragon
Inferno Dragon
Zap Skeleton Army Baby Dragon
Lava Hound

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 Musketeer Wizard Baby Dragon
Skeleton Army Inferno Dragon Zap Musketeer
Skeleton Army Musketeer Inferno Dragon
Skeleton Army Inferno Dragon Musketeer
Arrows Skeleton Army
Arrows Skeleton Army Zap Musketeer Baby Dragon
Musketeer Inferno Dragon Zap Arrows Wizard Baby Dragon
Zap Arrows Musketeer Baby Dragon
Inferno Dragon Musketeer Skeleton Army
Skeleton Army Musketeer
Skeleton Army Zap Arrows Musketeer Wizard Baby Dragon
Arrows Musketeer Inferno Dragon Zap Wizard Baby Dragon
Skeleton Army Zap Musketeer Wizard
Wizard Skeleton Army Zap Arrows Baby Dragon
Skeleton Army Inferno Dragon
Skeleton Army Zap Inferno Dragon
Wizard Arrows Musketeer Skeleton Army
Arrows Zap Musketeer Wizard Skeleton Army Baby Dragon
Zap Arrows Wizard Baby Dragon Musketeer Inferno Dragon
Musketeer Inferno Dragon
Wizard Skeleton Army Arrows Musketeer Baby Dragon

Counters to secondary win conditions

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

Skeleton Army Zap
Zap Arrows Musketeer Wizard Baby Dragon Inferno Dragon
Skeleton Army Zap Musketeer
Skeleton Army Zap Musketeer
Musketeer Skeleton Army Inferno Dragon
Arrows Wizard Zap Musketeer Baby Dragon
Skeleton Army Musketeer
Skeleton Army Inferno Dragon
Zap Skeleton Army Baby Dragon Inferno Dragon
Musketeer Skeleton Army Inferno Dragon
Inferno Dragon Musketeer
Skeleton Army Zap Arrows
Skeleton Army Wizard
Wizard Musketeer Skeleton Army Baby Dragon
Skeleton Army Zap Musketeer Baby Dragon Inferno Dragon
Arrows Zap Musketeer Wizard Baby Dragon Inferno Dragon

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.)

Arrows Musketeer Baby Dragon
Arrows Zap Musketeer Baby Dragon
Arrows Baby Dragon
Arrows Musketeer
Wizard Zap Arrows Baby Dragon
Arrows Wizard Zap Musketeer Baby Dragon
Arrows Musketeer Wizard Baby Dragon
Arrows Zap Wizard Baby Dragon
Arrows Zap Wizard
Musketeer
Zap Arrows Musketeer Wizard
Zap Arrows Musketeer Wizard Baby Dragon
Musketeer Baby Dragon
Arrows Musketeer Baby Dragon
Zap Arrows Musketeer Baby Dragon
Zap Arrows Musketeer Wizard Baby Dragon
Arrows Musketeer Wizard Baby Dragon
Arrows
Zap Arrows Musketeer Wizard Baby Dragon
Zap Arrows Wizard Baby Dragon
Musketeer Baby Dragon
Arrows Wizard
Musketeer
Zap Arrows Musketeer Baby Dragon
Zap Arrows Wizard Baby Dragon
Inferno Dragon
Arrows Zap Musketeer Wizard Baby Dragon
Zap Arrows Musketeer Wizard Baby Dragon
Zap Arrows Musketeer Baby Dragon
Zap Arrows Musketeer Wizard Baby Dragon
Zap Musketeer Wizard
Zap Arrows Musketeer Wizard
Zap Arrows
Arrows Wizard
Zap Musketeer Skeleton Army
Zap Arrows Musketeer Wizard Baby Dragon
Arrows
Musketeer Wizard Baby Dragon
Arrows Zap Musketeer Wizard Baby Dragon
Zap Arrows
Musketeer
Zap Musketeer Baby Dragon
Zap Musketeer
Zap Musketeer Baby Dragon

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