My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Mediocre

5 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!
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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Wizard Three Musketeers

Defensive buildings

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

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.

Wizard Elixir Collector Three Musketeers Golem

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.

Rocket Poison

Pump responses

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

Rocket Elixir Collector Poison

Dropped at the bridge

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

Barbarians 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.

Golem

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
Giant Snowball
Barbarians Three Musketeers
Zap
Three Musketeers
Barbarian Barrel
Barbarians Bomb Tower Wizard Three Musketeers
The Log
Barbarians Three Musketeers
Earthquake
Barbarians Bomb Tower Elixir Collector
Arrows
Royal Delivery
Barbarians Wizard Three Musketeers
Fireball
Barbarians Bomb Tower Wizard Elixir Collector Three Musketeers
Poison
Barbarians Bomb Tower Wizard Elixir Collector Three Musketeers
Lightning
Bomb Tower Wizard Elixir Collector Three Musketeers
Rocket
Barbarians Bomb Tower Wizard Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Poison

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Wizard Rocket Poison

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.

Rocket Elixir Collector Poison Golem

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomb Tower Poison Barbarians Wizard Rocket Elixir Collector Golem Three Musketeers

Shortest cycle

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

18 Bomb Tower Poison Barbarians Wizard

Attack Synergies 1 2

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.

Barbarians
Bomb Tower
Wizard
Golem
Rocket
Golem
Elixir Collector
Three Musketeers
Poison
Golem
Golem
Poison Wizard Rocket

Defense Synergies 0 0

Barbarians
Bomb Tower
Wizard
Rocket
Elixir Collector
Three Musketeers
Poison
Golem

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 Wizard
Barbarians Bomb Tower Three Musketeers
Barbarians Bomb Tower Rocket Three Musketeers
Barbarians Bomb Tower Three Musketeers
Barbarians Bomb Tower Rocket Poison
Bomb Tower
Rocket Three Musketeers Bomb Tower Wizard Poison
Rocket Barbarians Bomb Tower Poison
Barbarians Three Musketeers Bomb Tower
Barbarians
Barbarians Poison Bomb Tower Wizard
Three Musketeers Wizard Poison
Barbarians Bomb Tower Wizard Rocket Three Musketeers
Bomb Tower Wizard Rocket Three Musketeers Barbarians Poison
Barbarians Bomb Tower Three Musketeers
Barbarians Bomb Tower Rocket Three Musketeers
Barbarians Bomb Tower Wizard Three Musketeers Poison
Bomb Tower Barbarians Wizard Three Musketeers
Bomb Tower Wizard Poison Barbarians
Barbarians Bomb Tower Three Musketeers
Wizard Barbarians Bomb Tower Poison

Counters to secondary win conditions

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

Barbarians
Poison Bomb Tower Wizard Rocket
Barbarians Bomb Tower Rocket
Rocket Barbarians
Barbarians Three Musketeers
Wizard Rocket Poison Bomb Tower Three Musketeers
Rocket Barbarians Bomb Tower
Barbarians Bomb Tower
Rocket Barbarians Bomb Tower Poison
Barbarians Three Musketeers
Barbarians Bomb Tower
Rocket Barbarians Poison
Barbarians Rocket Bomb Tower Wizard Three Musketeers
Wizard Barbarians Bomb Tower Three Musketeers
Barbarians Bomb Tower Rocket Three Musketeers Poison
Poison Barbarians Bomb Tower 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.)

Poison Rocket
Poison
Rocket Poison
Barbarians Rocket Poison
Wizard Rocket Poison
Wizard Poison Rocket
Wizard Poison
Poison Wizard
Poison Wizard
Rocket Three Musketeers Poison
Rocket Poison Wizard
Poison Wizard Rocket
Rocket Poison Three Musketeers
Rocket Poison
Poison
Rocket Wizard Three Musketeers Poison
Wizard Rocket Three Musketeers Poison
Rocket Three Musketeers Poison
Rocket
Rocket Wizard Three Musketeers Poison
Rocket Wizard Poison
Rocket Poison
Rocket Wizard Poison
Rocket
Rocket Barbarians Poison
Poison Wizard
Poison Wizard
Wizard Poison
Rocket Poison
Poison Wizard
Rocket Wizard Poison
Poison Wizard Rocket
Rocket Poison
Rocket Wizard Poison
Barbarians Rocket
Rocket Poison Wizard Three Musketeers
Poison Wizard Rocket Three Musketeers
Wizard Poison
Rocket Poison
Three Musketeers
Rocket Poison
Rocket Poison
Poison Rocket

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