My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 Inferno Tower Baby Dragon Ice Wizard

Defensive buildings

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

Inferno Tower

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 Baby Dragon Bowler Ice 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

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 Baby Dragon

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 Guards
Giant Snowball
Musketeer Guards Baby Dragon
Zap
Royal Giant Inferno Tower Guards
Barbarian Barrel
Musketeer Inferno Tower Guards Ice Wizard
The Log
Royal Giant Musketeer Guards
Earthquake
Inferno Tower Guards
Arrows
Guards
Royal Delivery
Musketeer Guards Baby Dragon Bowler Ice Wizard
Fireball
Musketeer Inferno Tower Baby Dragon Bowler Ice Wizard
Poison
Musketeer Inferno Tower Guards Ice Wizard
Lightning
Musketeer Inferno Tower Baby Dragon Bowler Ice Wizard
Rocket
Musketeer Inferno Tower Bowler

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon Bowler 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.

Inferno Tower Guards Baby Dragon Bowler 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

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.

Zap Guards Ice Wizard Musketeer Baby Dragon Inferno Tower Bowler Royal Giant

Shortest cycle

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

12 Zap Guards Ice Wizard Musketeer

Attack Synergies 1 15

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
Royal Giant Musketeer Guards Baby Dragon Bowler Ice Wizard
Royal Giant
Ice Wizard Zap Musketeer Guards Baby Dragon Bowler
Musketeer
Zap Royal Giant Baby Dragon Bowler
Inferno Tower
Guards
Zap Royal Giant
Baby Dragon
Zap Royal Giant Musketeer Bowler Ice Wizard
Bowler
Zap Royal Giant Musketeer Baby Dragon Ice Wizard
Ice Wizard
Royal Giant Zap Baby Dragon Bowler

Defense Synergies 3 15

Zap
Musketeer Inferno Tower Guards Baby Dragon Bowler Ice Wizard
Royal Giant
Musketeer
Guards Zap Inferno Tower Baby Dragon Bowler
Inferno Tower
Guards Zap Musketeer Baby Dragon Ice Wizard
Guards
Musketeer Inferno Tower Zap Baby Dragon Ice Wizard
Baby Dragon
Ice Wizard Zap Musketeer Inferno Tower Guards Bowler
Bowler
Zap Musketeer Baby Dragon Ice Wizard
Ice Wizard
Baby Dragon Zap Inferno Tower Guards Bowler

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.

Bowler Zap Musketeer Inferno Tower Baby Dragon
Inferno Tower Zap Musketeer Ice Wizard
Inferno Tower Bowler Musketeer Ice Wizard
Inferno Tower Musketeer Guards Bowler Ice Wizard
Bowler
Bowler Zap Musketeer Guards Baby Dragon Ice Wizard
Musketeer Inferno Tower Zap Baby Dragon Ice Wizard
Bowler Zap Musketeer Inferno Tower Baby Dragon
Inferno Tower Musketeer Ice Wizard
Guards Musketeer Inferno Tower Bowler Ice Wizard
Guards Ice Wizard Zap Musketeer Baby Dragon Bowler
Musketeer Inferno Tower Zap Baby Dragon Ice Wizard
Inferno Tower Bowler Zap Musketeer Guards Ice Wizard
Bowler Zap Guards Baby Dragon
Inferno Tower
Inferno Tower Zap Bowler
Musketeer Inferno Tower Bowler
Zap Musketeer Guards Baby Dragon Bowler Ice Wizard
Zap Baby Dragon Musketeer Guards Bowler Ice Wizard
Musketeer Inferno Tower
Bowler Musketeer Guards Baby Dragon

Counters to secondary win conditions

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

Guards Zap Inferno Tower Bowler
Zap Musketeer Baby Dragon Bowler
Guards Zap Musketeer Inferno Tower Bowler
Guards Bowler Zap Musketeer Inferno Tower
Inferno Tower Musketeer Guards Bowler
Zap Musketeer Baby Dragon Ice Wizard
Guards Musketeer Inferno Tower Bowler Ice Wizard
Inferno Tower
Zap Inferno Tower Baby Dragon
Inferno Tower Musketeer Guards
Musketeer Inferno Tower Guards Bowler
Zap Guards Bowler
Bowler Inferno Tower Guards
Musketeer Baby Dragon Bowler
Inferno Tower Guards Zap Musketeer Baby Dragon Bowler
Bowler Zap Musketeer Inferno Tower Baby Dragon 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.)

Musketeer Guards Baby Dragon
Zap Musketeer Baby Dragon Bowler Ice Wizard
Baby Dragon
Musketeer Guards
Zap Baby Dragon Bowler
Zap Musketeer Baby Dragon Ice Wizard
Musketeer Baby Dragon Bowler
Zap Baby Dragon Bowler Ice Wizard
Zap
Musketeer Guards Bowler
Zap Musketeer Bowler
Zap Musketeer Baby Dragon
Musketeer Baby Dragon Bowler
Musketeer Baby Dragon
Zap Musketeer Baby Dragon
Zap Musketeer Baby Dragon Bowler
Musketeer Baby Dragon Bowler
Zap Musketeer Baby Dragon Bowler
Zap Baby Dragon Bowler
Musketeer Baby Dragon Bowler
Musketeer Bowler
Zap Musketeer Baby Dragon
Zap Baby Dragon Bowler Ice Wizard
Zap Musketeer Baby Dragon Bowler Ice Wizard
Zap Musketeer Baby Dragon Bowler
Zap Musketeer Baby Dragon
Zap Musketeer Baby Dragon Ice Wizard
Zap Musketeer Guards
Bowler
Zap Musketeer
Zap
Bowler
Zap Musketeer Guards
Zap Musketeer Baby Dragon Ice Wizard
Musketeer Baby Dragon Bowler
Zap Musketeer Baby Dragon Bowler
Zap
Musketeer
Zap Musketeer Guards Baby Dragon Bowler
Zap Musketeer
Zap Musketeer Baby Dragon Bowler

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