My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Musketeer Ice Wizard 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.

Bomber Royal Giant Musketeer Valkyrie Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap The Log

Punishments

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

Royal Giant

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 Valkyrie

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.

Valkyrie 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
Bomber Royal Giant
Giant Snowball
Bomber Musketeer
Zap
Bomber Royal Giant
Barbarian Barrel
Bomber Musketeer Valkyrie Ice Wizard Electro Wizard
The Log
Bomber Royal Giant Musketeer
Earthquake
Bomber
Arrows
Bomber
Royal Delivery
Bomber Musketeer Valkyrie Ice Wizard Electro Wizard
Fireball
Bomber Musketeer Ice Wizard Electro Wizard
Poison
Bomber Musketeer Ice Wizard Electro Wizard
Lightning
Musketeer Valkyrie Ice Wizard Electro Wizard
Rocket
Musketeer Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Valkyrie The Log 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.

Valkyrie 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.

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 Ice Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap The Log Ice Wizard Musketeer Valkyrie Electro Wizard Royal Giant

Shortest cycle

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

9 Bomber Zap The Log Ice Wizard

Attack Synergies 4 12

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.

Bomber
Royal Giant Zap Valkyrie
Zap
Electro Wizard Bomber Royal Giant Musketeer Valkyrie The Log Ice Wizard
Royal Giant
Bomber Ice Wizard Zap Musketeer The Log Electro Wizard
Musketeer
Valkyrie Zap Royal Giant The Log
Valkyrie
Musketeer Bomber Zap Electro Wizard
The Log
Zap Royal Giant Musketeer
Ice Wizard
Royal Giant Zap
Electro Wizard
Zap Royal Giant Valkyrie

Defense Synergies 3 14

Bomber
Zap Valkyrie The Log Electro Wizard
Zap
Electro Wizard Bomber Musketeer Valkyrie The Log Ice Wizard
Royal Giant
Musketeer
Valkyrie The Log Zap Electro Wizard
Valkyrie
Musketeer Bomber Zap The Log Ice Wizard Electro Wizard
The Log
Musketeer Bomber Zap Valkyrie Ice Wizard Electro Wizard
Ice Wizard
Zap Valkyrie The Log
Electro Wizard
Zap Bomber Musketeer Valkyrie The Log

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.

Bomber Zap Musketeer Valkyrie The Log Electro Wizard
Bomber Zap Musketeer Valkyrie The Log Ice Wizard Electro Wizard
Bomber Musketeer Valkyrie Ice Wizard Electro Wizard
Bomber Musketeer Valkyrie Ice Wizard Electro Wizard
Bomber Valkyrie The Log
The Log Bomber Zap Musketeer Valkyrie Ice Wizard Electro Wizard
Musketeer Electro Wizard Zap Ice Wizard
Zap Musketeer Valkyrie The Log Electro Wizard
Musketeer Ice Wizard
Bomber Musketeer Valkyrie Ice Wizard Electro Wizard
Valkyrie Ice Wizard Electro Wizard Bomber Zap Musketeer The Log
Musketeer Zap Ice Wizard Electro Wizard
Bomber Zap Musketeer Valkyrie The Log Ice Wizard Electro Wizard
Bomber Valkyrie Zap The Log Electro Wizard
Electro Wizard
Zap The Log Electro Wizard
Bomber Musketeer Valkyrie Electro Wizard
Bomber Zap Musketeer Valkyrie The Log Ice Wizard Electro Wizard
Zap Valkyrie The Log Bomber Musketeer Ice Wizard Electro Wizard
Musketeer Electro Wizard
Bomber Valkyrie Musketeer The Log Electro Wizard

Counters to secondary win conditions

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

Valkyrie Zap Electro Wizard
Electro Wizard Bomber Zap Musketeer Valkyrie The Log
Zap Musketeer Valkyrie The Log Electro Wizard
Valkyrie Zap Musketeer The Log Electro Wizard
Musketeer Valkyrie
Zap Musketeer Ice Wizard Electro Wizard
Musketeer Valkyrie Ice Wizard Electro Wizard
Valkyrie
Zap Electro Wizard Valkyrie The Log
Musketeer
Musketeer Valkyrie
Zap Valkyrie The Log Electro Wizard
Valkyrie
Bomber Musketeer Valkyrie
Electro Wizard Bomber Zap Musketeer Valkyrie The Log
Valkyrie Bomber Zap Musketeer The Log Ice Wizard 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 Valkyrie The Log
Zap Musketeer The Log Ice Wizard Electro Wizard
The Log
Musketeer Valkyrie The Log
Bomber Zap Valkyrie The Log
Zap Musketeer Ice Wizard
Bomber Musketeer The Log
The Log Zap Ice Wizard
The Log Zap
Musketeer Electro Wizard
Zap Musketeer Valkyrie The Log Electro Wizard
Zap Musketeer
Musketeer The Log
Musketeer
Zap Musketeer The Log
Bomber Zap Musketeer The Log
Musketeer The Log
Bomber
Bomber Zap Musketeer The Log Electro Wizard
Bomber Zap Valkyrie The Log
Musketeer The Log
Musketeer The Log
Zap Musketeer The Log
Zap The Log Bomber Valkyrie Ice Wizard
The Log Zap Musketeer Ice Wizard Electro Wizard
Zap Musketeer The Log
Zap Musketeer The Log
Zap Musketeer Ice Wizard Electro Wizard
Zap Electro Wizard Musketeer
Bomber Zap Musketeer The Log
Zap Electro Wizard
The Log
Zap Electro Wizard Musketeer
Zap Musketeer Ice Wizard Electro Wizard
The Log
Musketeer Valkyrie Electro Wizard
The Log Bomber Zap Musketeer
Zap
Musketeer
Zap Musketeer The Log Electro Wizard
Zap Musketeer Electro Wizard
Zap Musketeer The Log Electro Wizard

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