My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Minions Musketeer Ice Wizard

Defensive buildings

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

Cannon

Investments

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

Skeletons Musketeer Ice Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows

Punishments

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

Elite Barbarians Hog Rider

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.

Elite Barbarians Hog Rider

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.

Elite Barbarians Hog Rider

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
Skeletons Minions Elite Barbarians Hog Rider
Giant Snowball
Skeletons Minions Cannon Musketeer Hog Rider
Zap
Skeletons Minions Cannon
Barbarian Barrel
Skeletons Cannon Elite Barbarians Musketeer Ice Wizard
The Log
Skeletons Cannon Elite Barbarians Musketeer Hog Rider
Earthquake
Skeletons Cannon Hog Rider
Arrows
Skeletons Minions
Royal Delivery
Skeletons Minions Elite Barbarians Musketeer Hog Rider Ice Wizard
Fireball
Minions Cannon Elite Barbarians Musketeer Hog Rider Ice Wizard
Poison
Minions Cannon Musketeer Ice Wizard
Lightning
Cannon Elite Barbarians Musketeer Ice Wizard
Rocket
Elite Barbarians Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Ice Wizard

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 Ice Wizard

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.

Elite Barbarians

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.

Minions Musketeer Ice 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Minions Cannon Ice Wizard Musketeer Hog Rider Elite Barbarians

Shortest cycle

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

10 Skeletons Arrows Minions Cannon

Attack Synergies 4 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.

Skeletons
Arrows
Elite Barbarians Hog Rider
Minions
Hog Rider Elite Barbarians
Cannon
Elite Barbarians
Arrows Minions Hog Rider
Musketeer
Hog Rider
Hog Rider
Arrows Minions Musketeer Elite Barbarians
Ice Wizard

Defense Synergies 3 9

Skeletons
Cannon Musketeer Minions Elite Barbarians Ice Wizard
Arrows
Cannon Ice Wizard
Minions
Skeletons Cannon Musketeer Ice Wizard
Cannon
Skeletons Musketeer Arrows Minions Ice Wizard
Elite Barbarians
Skeletons
Musketeer
Skeletons Cannon Minions
Hog Rider
Ice Wizard
Skeletons Arrows Minions Cannon

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.

Minions Cannon Musketeer
Elite Barbarians Skeletons Minions Cannon Musketeer Ice Wizard
Cannon Skeletons Minions Elite Barbarians Musketeer Ice Wizard
Cannon Elite Barbarians Skeletons Minions Musketeer Ice Wizard
Arrows Elite Barbarians
Arrows Skeletons Minions Cannon Musketeer Ice Wizard
Minions Musketeer Arrows Cannon Ice Wizard
Arrows Cannon Musketeer
Cannon Skeletons Minions Elite Barbarians Musketeer Ice Wizard
Elite Barbarians Skeletons Cannon Musketeer Ice Wizard
Minions Ice Wizard Skeletons Arrows Cannon Musketeer
Arrows Minions Musketeer Ice Wizard
Cannon Skeletons Minions Elite Barbarians Musketeer Ice Wizard
Arrows Minions Cannon
Elite Barbarians Cannon
Cannon Elite Barbarians
Skeletons Arrows Minions Cannon Elite Barbarians Musketeer
Arrows Cannon Minions Elite Barbarians Musketeer Ice Wizard
Arrows Minions Cannon Musketeer Ice Wizard
Cannon Elite Barbarians Musketeer
Arrows Minions Cannon Elite Barbarians Musketeer

Counters to secondary win conditions

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

Skeletons Elite Barbarians
Arrows Elite Barbarians Musketeer
Skeletons Minions Elite Barbarians Musketeer
Elite Barbarians Musketeer
Skeletons Cannon Elite Barbarians Musketeer
Arrows Skeletons Minions Musketeer Ice Wizard
Skeletons Minions Elite Barbarians Musketeer Ice Wizard
Elite Barbarians
Skeletons Minions Elite Barbarians
Skeletons Cannon Musketeer
Minions Elite Barbarians Musketeer
Arrows Elite Barbarians
Elite Barbarians Skeletons Cannon
Cannon Musketeer
Elite Barbarians Skeletons Minions Musketeer
Arrows Minions Cannon Elite Barbarians Musketeer Ice 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.)

Arrows Musketeer
Arrows Musketeer Ice Wizard
Arrows
Arrows Musketeer
Arrows
Arrows Minions Musketeer Ice Wizard
Arrows Musketeer
Arrows Ice Wizard
Arrows
Minions Elite Barbarians Musketeer
Arrows Musketeer
Arrows Musketeer
Elite Barbarians Musketeer
Arrows Minions Musketeer
Arrows Elite Barbarians Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows
Minions
Arrows Musketeer
Arrows
Minions Musketeer
Arrows
Musketeer
Arrows Musketeer
Arrows Ice Wizard
Arrows Musketeer Ice Wizard
Arrows Musketeer
Arrows Musketeer
Elite Barbarians Arrows Musketeer Ice Wizard
Minions Musketeer
Elite Barbarians
Arrows Musketeer
Arrows
Arrows
Minions Musketeer
Arrows Musketeer Ice Wizard
Arrows
Musketeer
Arrows Musketeer
Arrows
Elite Barbarians Musketeer
Minions Elite Barbarians Musketeer
Musketeer
Musketeer

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