My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Advanced stuff

Defensive cards

Anti-air

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

Ice Golem Musketeer Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Ice Golem Musketeer Electro Wizard

Offensive cards

Win conditions

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

Mortar Goblin Barrel

Damage spells

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

Zap

Punishments

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

Mortar Goblin Barrel

Pump responses

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

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 Mortar Ice Golem

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 Electro Wizard

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
Giant Snowball
Musketeer Goblin Barrel
Zap
Mortar Goblin Barrel
Barbarian Barrel
Knight Mortar Musketeer Bomb Tower Goblin Barrel Electro Wizard
The Log
Musketeer Goblin Barrel
Earthquake
Mortar Bomb Tower Goblin Barrel
Arrows
Goblin Barrel
Royal Delivery
Knight Musketeer Goblin Barrel Electro Wizard
Fireball
Mortar Musketeer Bomb Tower Goblin Barrel Electro Wizard
Poison
Mortar Musketeer Bomb Tower Electro Wizard
Lightning
Knight Mortar Ice Golem Musketeer Bomb Tower Electro Wizard
Rocket
Mortar Musketeer Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mortar Ice Golem Bomb Tower

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 Ice Golem

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

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.

Ice Golem Musketeer Goblin Barrel Electro 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Ice Golem Knight Goblin Barrel Mortar Musketeer Bomb Tower Electro Wizard

Shortest cycle

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

10 Zap Ice Golem Knight Goblin Barrel

Attack Synergies 6 8

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
Electro Wizard Knight Mortar Ice Golem Musketeer
Knight
Mortar Musketeer Goblin Barrel Zap Electro Wizard
Mortar
Knight Zap Ice Golem Musketeer
Ice Golem
Musketeer Goblin Barrel Zap Mortar Electro Wizard
Musketeer
Knight Ice Golem Zap Mortar
Bomb Tower
Goblin Barrel
Knight Ice Golem
Electro Wizard
Zap Knight Ice Golem

Defense Synergies 7 12

Zap
Bomb Tower Electro Wizard Knight Mortar Ice Golem Musketeer
Knight
Musketeer Bomb Tower Electro Wizard Zap Mortar
Mortar
Zap Knight Ice Golem Musketeer Electro Wizard
Ice Golem
Musketeer Bomb Tower Zap Mortar Electro Wizard
Musketeer
Knight Ice Golem Zap Mortar Bomb Tower Electro Wizard
Bomb Tower
Zap Knight Ice Golem Musketeer Electro Wizard
Goblin Barrel
Electro Wizard
Zap Knight Mortar Ice Golem Musketeer Bomb Tower

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 Knight Mortar Ice Golem Musketeer Electro Wizard
Bomb Tower Zap Knight Mortar Musketeer Electro Wizard
Mortar Bomb Tower Knight Musketeer Electro Wizard
Bomb Tower Knight Mortar Musketeer Electro Wizard
Bomb Tower
Zap Musketeer Bomb Tower Electro Wizard
Musketeer Electro Wizard Zap Mortar Bomb Tower
Zap Ice Golem Musketeer Bomb Tower Electro Wizard
Mortar Musketeer Bomb Tower
Knight Ice Golem Musketeer Electro Wizard
Electro Wizard Zap Knight Ice Golem Musketeer Bomb Tower
Musketeer Zap Electro Wizard
Mortar Bomb Tower Zap Knight Musketeer Electro Wizard
Bomb Tower Zap Mortar Electro Wizard
Knight Mortar Bomb Tower Electro Wizard
Bomb Tower Zap Mortar Electro Wizard
Bomb Tower Knight Mortar Musketeer Electro Wizard
Mortar Bomb Tower Zap Knight Musketeer Electro Wizard
Zap Mortar Bomb Tower Knight Ice Golem Musketeer Electro Wizard
Mortar Musketeer Bomb Tower Electro Wizard
Knight Musketeer Bomb Tower Electro Wizard

Counters to secondary win conditions

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

Knight Zap Ice Golem Electro Wizard
Electro Wizard Zap Knight Mortar Ice Golem Musketeer Bomb Tower
Zap Knight Ice Golem Musketeer Bomb Tower Electro Wizard
Zap Knight Ice Golem Musketeer Electro Wizard
Knight Musketeer
Zap Ice Golem Musketeer Bomb Tower Electro Wizard
Knight Ice Golem Musketeer Bomb Tower Electro Wizard
Knight Bomb Tower
Zap Electro Wizard Knight Mortar Ice Golem Bomb Tower
Musketeer
Knight Musketeer Bomb Tower
Zap Electro Wizard
Knight Ice Golem Bomb Tower
Musketeer Bomb Tower
Electro Wizard Zap Knight Mortar Ice Golem Musketeer Bomb Tower
Zap Ice Golem Musketeer Bomb Tower Electro 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 Mortar Ice Golem Musketeer
Mortar Zap Musketeer Electro Wizard
Knight Ice Golem Musketeer
Zap Mortar
Zap Ice Golem Musketeer
Mortar Musketeer
Zap Ice Golem
Zap Mortar
Musketeer Electro Wizard
Zap Knight Mortar Musketeer Electro Wizard
Zap Musketeer
Knight Mortar Ice Golem Musketeer
Mortar Musketeer
Zap Mortar Ice Golem Musketeer
Zap Mortar Musketeer
Mortar Musketeer
Mortar
Zap Mortar Musketeer Electro Wizard
Zap Mortar
Musketeer
Musketeer
Zap Mortar Musketeer
Zap Ice Golem Mortar
Mortar Zap Musketeer Electro Wizard
Zap Mortar Musketeer
Zap Mortar Musketeer
Zap Ice Golem Musketeer Electro Wizard
Zap Electro Wizard Musketeer
Zap Mortar Musketeer
Zap Electro Wizard
Zap Electro Wizard Musketeer
Zap Musketeer Electro Wizard
Knight Musketeer Electro Wizard
Zap Mortar Ice Golem Musketeer
Zap
Musketeer
Zap Musketeer Electro Wizard
Zap Musketeer Electro Wizard
Zap Mortar Musketeer Electro Wizard

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