My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 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 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!

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 Witch Electro 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.

Royal Giant Musketeer Wizard Baby Dragon Witch Balloon Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Royal Giant Balloon

Damage spells

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

Missing

Punishments

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

Royal Giant Balloon Mega Knight

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.

Royal Giant Baby Dragon Balloon Mega Knight

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.

Balloon 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
Royal Giant Balloon
Giant Snowball
Musketeer Baby Dragon Witch Balloon
Zap
Royal Giant Witch Balloon
Barbarian Barrel
Musketeer Wizard Witch Electro Wizard
The Log
Royal Giant Musketeer Witch
Earthquake
Witch
Arrows
Witch
Royal Delivery
Musketeer Wizard Baby Dragon Witch Balloon Electro Wizard
Fireball
Musketeer Wizard Baby Dragon Witch Balloon Electro Wizard
Poison
Musketeer Wizard Witch Balloon Electro Wizard
Lightning
Musketeer Wizard Baby Dragon Witch Balloon Electro Wizard
Rocket
Musketeer Wizard Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Mega Knight

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.

Baby Dragon Mega Knight

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.

Royal Giant

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 Witch 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Musketeer Baby Dragon Electro Wizard Wizard Witch Balloon Royal Giant Mega Knight

Shortest cycle

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

17 Musketeer Baby Dragon Electro Wizard Wizard

Attack Synergies 0 18

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.

Royal Giant
Musketeer Wizard Baby Dragon Witch Electro Wizard
Musketeer
Royal Giant Baby Dragon Balloon Mega Knight
Wizard
Royal Giant Balloon Mega Knight
Baby Dragon
Royal Giant Musketeer Witch Balloon Electro Wizard Mega Knight
Witch
Royal Giant Baby Dragon Mega Knight
Balloon
Musketeer Wizard Baby Dragon Electro Wizard Mega Knight
Electro Wizard
Royal Giant Baby Dragon Balloon Mega Knight
Mega Knight
Musketeer Wizard Baby Dragon Witch Balloon Electro Wizard

Defense Synergies 0 10

Royal Giant
Musketeer
Baby Dragon Electro Wizard Mega Knight
Wizard
Electro Wizard Mega Knight
Baby Dragon
Musketeer Witch Mega Knight
Witch
Baby Dragon Electro Wizard Mega Knight
Balloon
Electro Wizard
Musketeer Wizard Witch Mega Knight
Mega Knight
Musketeer Wizard Baby Dragon Witch Electro 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.

Musketeer Wizard Baby Dragon Electro Wizard
Musketeer Witch Electro Wizard Mega Knight
Witch Mega Knight Musketeer Electro Wizard
Witch Musketeer Electro Wizard Mega Knight
Mega Knight
Musketeer Baby Dragon Electro Wizard Mega Knight
Musketeer Electro Wizard Wizard Baby Dragon Witch
Musketeer Baby Dragon Electro Wizard Mega Knight
Witch Musketeer
Musketeer Electro Wizard Mega Knight
Witch Electro Wizard Musketeer Wizard Baby Dragon Mega Knight
Musketeer Wizard Baby Dragon Witch Electro Wizard
Mega Knight Musketeer Wizard Witch Electro Wizard
Wizard Mega Knight Baby Dragon Witch Electro Wizard
Electro Wizard Mega Knight
Electro Wizard Mega Knight
Wizard Mega Knight Musketeer Witch Electro Wizard
Mega Knight Musketeer Wizard Baby Dragon Witch Electro Wizard
Wizard Baby Dragon Witch Musketeer Electro Wizard Mega Knight
Musketeer Electro Wizard
Wizard Mega Knight Musketeer Baby Dragon Witch Electro Wizard

Counters to secondary win conditions

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

Mega Knight Witch Electro Wizard
Electro Wizard Musketeer Wizard Baby Dragon Mega Knight
Mega Knight Musketeer Witch Electro Wizard
Mega Knight Musketeer Electro Wizard
Musketeer Witch Mega Knight
Wizard Musketeer Baby Dragon Witch Electro Wizard
Musketeer Witch Electro Wizard
Mega Knight
Electro Wizard Mega Knight Baby Dragon Witch
Witch Musketeer
Mega Knight Musketeer Witch
Mega Knight Electro Wizard
Mega Knight Wizard Witch
Wizard Musketeer Baby Dragon Witch Mega Knight
Witch Electro Wizard Musketeer Baby Dragon
Mega Knight Musketeer Wizard Baby Dragon Witch 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.)

Musketeer Baby Dragon
Musketeer Baby Dragon Electro Wizard
Baby Dragon
Musketeer
Wizard Baby Dragon Mega Knight
Wizard Musketeer Baby Dragon Witch
Musketeer Wizard Baby Dragon Witch
Wizard Baby Dragon
Wizard
Musketeer Electro Wizard
Musketeer Wizard Electro Wizard
Musketeer Wizard Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer Wizard Baby Dragon Witch
Musketeer Wizard Baby Dragon Mega Knight
Musketeer Wizard Baby Dragon Electro Wizard Mega Knight
Wizard Baby Dragon Witch Mega Knight
Musketeer Baby Dragon Mega Knight
Wizard
Musketeer
Musketeer Baby Dragon
Wizard Baby Dragon Witch Mega Knight
Witch
Musketeer Wizard Baby Dragon Witch Electro Wizard
Musketeer Wizard Baby Dragon Witch Mega Knight
Musketeer Baby Dragon
Musketeer Wizard Baby Dragon Witch Electro Wizard
Electro Wizard Musketeer Wizard Witch
Musketeer Wizard Mega Knight
Electro Wizard
Mega Knight
Wizard
Electro Wizard Musketeer Witch
Musketeer Wizard Baby Dragon Witch Electro Wizard
Musketeer Wizard Baby Dragon Electro Wizard Mega Knight
Musketeer Wizard Baby Dragon
Musketeer Mega Knight
Musketeer Baby Dragon Witch Electro Wizard
Musketeer Witch Electro Wizard
Musketeer Baby Dragon Witch Electro Wizard Mega Knight

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