My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
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 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 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

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.

Knight Musketeer Wizard

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Rocket

Punishments

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

Goblin Barrel

Pump responses

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

Rocket Goblin Barrel

Dropped at the bridge

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

Knight Barbarians

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.

Goblin Barrel

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
Goblin Barrel Skeleton Army
Giant Snowball
Barbarians Musketeer Goblin Barrel Skeleton Army
Zap
Goblin Barrel Skeleton Army
Barbarian Barrel
Knight Barbarians Musketeer Wizard Goblin Barrel Skeleton Army
The Log
Barbarians Musketeer Goblin Barrel Skeleton Army
Earthquake
Barbarians Goblin Barrel Skeleton Army
Arrows
Goblin Barrel Skeleton Army
Royal Delivery
Knight Barbarians Musketeer Wizard Goblin Barrel Skeleton Army
Fireball
Barbarians Musketeer Wizard Goblin Barrel Skeleton Army
Poison
Barbarians Musketeer Wizard Skeleton Army
Lightning
Knight Musketeer Wizard
Rocket
Barbarians Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket

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.

Knight Rocket Skeleton Army

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.

Goblin Barrel 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.

Barbarians Musketeer Wizard Goblin Barrel

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.

Mirror Knight Goblin Barrel Skeleton Army Musketeer Barbarians Wizard Rocket

Shortest cycle

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

9 Mirror Knight Goblin Barrel Skeleton Army

Attack Synergies 3 5

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.

Knight
Musketeer Goblin Barrel Wizard
Barbarians
Musketeer
Knight Mirror
Wizard
Knight
Rocket
Mirror
Mirror
Goblin Barrel Musketeer Rocket Skeleton Army
Goblin Barrel
Knight Mirror Skeleton Army
Skeleton Army
Mirror Goblin Barrel

Defense Synergies 2 6

Knight
Musketeer Wizard Skeleton Army
Barbarians
Skeleton Army
Musketeer
Knight Mirror Skeleton Army
Wizard
Knight Skeleton Army
Rocket
Mirror
Skeleton Army Musketeer
Goblin Barrel
Skeleton Army
Mirror Knight Barbarians Musketeer 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.

Rocket Knight Musketeer Wizard
Barbarians Skeleton Army Knight Musketeer
Barbarians Rocket Skeleton Army Knight Musketeer
Barbarians Skeleton Army Knight Musketeer
Barbarians Rocket Skeleton Army
Skeleton Army Musketeer
Musketeer Rocket Wizard
Rocket Barbarians Musketeer
Barbarians Musketeer Skeleton Army
Knight Skeleton Army Barbarians Musketeer
Barbarians Skeleton Army Knight Musketeer Wizard
Musketeer Wizard
Barbarians Skeleton Army Knight Musketeer Wizard Rocket
Wizard Rocket Skeleton Army Barbarians
Barbarians Skeleton Army Knight
Barbarians Rocket Skeleton Army
Barbarians Wizard Knight Musketeer Skeleton Army
Knight Barbarians Musketeer Wizard Skeleton Army
Wizard Knight Barbarians Musketeer
Barbarians Musketeer
Wizard Skeleton Army Knight Barbarians Musketeer

Counters to secondary win conditions

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

Knight Barbarians Skeleton Army
Knight Musketeer Wizard Rocket
Barbarians Skeleton Army Knight Musketeer Rocket
Rocket Skeleton Army Knight Barbarians Musketeer
Barbarians Knight Musketeer Skeleton Army
Wizard Rocket Musketeer
Rocket Skeleton Army Knight Barbarians Musketeer
Knight Barbarians Skeleton Army
Rocket Knight Barbarians Skeleton Army
Barbarians Musketeer Skeleton Army
Knight Barbarians Musketeer
Rocket Skeleton Army Barbarians
Barbarians Rocket Skeleton Army Knight Wizard
Wizard Barbarians Musketeer Skeleton Army
Barbarians Skeleton Army Knight Musketeer Rocket
Barbarians Musketeer Wizard

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.)

Knight Musketeer Rocket
Musketeer
Rocket
Knight Barbarians Musketeer Rocket
Wizard Rocket
Wizard Musketeer Rocket
Musketeer Wizard
Wizard
Wizard
Rocket Musketeer
Rocket Knight Musketeer Wizard
Musketeer Wizard Rocket
Rocket Knight Musketeer
Musketeer Rocket
Musketeer
Rocket Musketeer Wizard
Musketeer Wizard Rocket
Rocket
Rocket
Rocket Musketeer Wizard
Rocket Wizard
Rocket Musketeer
Rocket Wizard
Rocket Musketeer
Rocket Barbarians Musketeer
Wizard
Musketeer Wizard
Musketeer Wizard
Rocket Musketeer
Musketeer Wizard
Rocket Musketeer Wizard
Musketeer Wizard Rocket
Rocket
Rocket Wizard
Barbarians Musketeer Rocket Skeleton Army
Rocket Musketeer Wizard
Knight Musketeer Wizard Rocket
Musketeer Wizard
Rocket
Musketeer
Musketeer Rocket
Musketeer Rocket
Musketeer Rocket

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: