My Best Clash Royale Deck

Deck Check Rating

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

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.

Fire Spirit Musketeer Wizard Ice 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 Prince 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 Arrows

Punishments

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

Royal Giant Prince

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.

Fire Spirit Royal Giant Prince

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 Prince
Giant Snowball
Fire Spirit Musketeer
Zap
Fire Spirit Royal Giant Prince
Barbarian Barrel
Fire Spirit Musketeer Wizard Ice Wizard
The Log
Fire Spirit Royal Giant Musketeer Prince
Earthquake
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Musketeer Wizard Prince Ice Wizard
Fireball
Musketeer Wizard Ice Wizard
Poison
Musketeer Wizard Ice Wizard
Lightning
Musketeer Wizard Prince Ice Wizard
Rocket
Musketeer Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows Wizard 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.

Fire Spirit Arrows Prince 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.

Fire Spirit Musketeer Wizard 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.

Fire Spirit Zap Arrows Ice Wizard Musketeer Wizard Prince Royal Giant

Shortest cycle

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

9 Fire Spirit Zap Arrows Ice Wizard

Attack Synergies 5 11

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.

Fire Spirit
Royal Giant Zap Prince
Zap
Arrows Prince Fire Spirit Royal Giant Musketeer Ice Wizard
Arrows
Zap Royal Giant Prince
Royal Giant
Fire Spirit Arrows Ice Wizard Zap Musketeer Wizard
Musketeer
Zap Royal Giant Prince
Wizard
Royal Giant Prince
Prince
Zap Fire Spirit Arrows Musketeer Wizard Ice Wizard
Ice Wizard
Royal Giant Zap Prince

Defense Synergies 0 10

Fire Spirit
Zap
Zap
Fire Spirit Arrows Musketeer Prince Ice Wizard
Arrows
Zap Prince Ice Wizard
Royal Giant
Musketeer
Zap
Wizard
Prince Ice Wizard
Prince
Zap Arrows Wizard Ice Wizard
Ice Wizard
Zap Arrows Wizard Prince

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.

Zap Musketeer Wizard
Zap Musketeer Prince Ice Wizard
Prince Fire Spirit Musketeer Ice Wizard
Prince Musketeer Ice Wizard
Arrows Prince
Arrows Fire Spirit Zap Musketeer Ice Wizard
Musketeer Fire Spirit Zap Arrows Wizard Ice Wizard
Zap Arrows Musketeer
Musketeer Prince Ice Wizard
Fire Spirit Musketeer Prince Ice Wizard
Ice Wizard Zap Arrows Musketeer Wizard
Arrows Musketeer Zap Wizard Ice Wizard
Prince Fire Spirit Zap Musketeer Wizard Ice Wizard
Fire Spirit Wizard Zap Arrows Prince
Prince
Zap Prince
Wizard Arrows Musketeer Prince
Fire Spirit Arrows Zap Musketeer Wizard Prince Ice Wizard
Zap Arrows Wizard Fire Spirit Musketeer Ice Wizard
Musketeer Prince
Wizard Fire Spirit Arrows Musketeer Prince

Counters to secondary win conditions

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

Zap Prince
Zap Arrows Musketeer Wizard Prince
Zap Musketeer Prince
Prince Zap Musketeer
Musketeer Prince
Fire Spirit Arrows Wizard Zap Musketeer Ice Wizard
Prince Musketeer Ice Wizard
Prince
Zap Prince
Musketeer
Musketeer Prince
Zap Arrows Prince
Prince Wizard
Wizard Musketeer
Zap Musketeer Prince
Arrows Zap Musketeer Wizard 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 Zap Musketeer Ice Wizard
Arrows
Arrows Musketeer Prince
Wizard Fire Spirit Zap Arrows
Arrows Wizard Fire Spirit Zap Musketeer Ice Wizard
Fire Spirit Arrows Musketeer Wizard
Arrows Fire Spirit Zap Wizard Ice Wizard
Arrows Zap Wizard
Fire Spirit Musketeer Prince
Zap Arrows Musketeer Wizard Prince
Fire Spirit Zap Arrows Musketeer Wizard
Fire Spirit Musketeer
Arrows Musketeer
Zap Arrows Musketeer Prince
Zap Arrows Musketeer Wizard
Arrows Musketeer Wizard
Arrows
Fire Spirit Zap Arrows Musketeer Wizard Prince
Fire Spirit Zap Arrows Wizard
Musketeer Prince
Arrows Wizard
Musketeer Prince
Zap Arrows Musketeer
Zap Arrows Fire Spirit Wizard Ice Wizard
Arrows Zap Musketeer Wizard Ice Wizard
Zap Arrows Musketeer Wizard Prince
Zap Arrows Musketeer
Fire Spirit Zap Arrows Musketeer Wizard Ice Wizard
Zap Musketeer Wizard
Zap Arrows Musketeer Wizard
Zap Arrows
Prince
Arrows Wizard
Zap Fire Spirit Musketeer Prince
Fire Spirit Zap Arrows Musketeer Wizard Ice Wizard
Arrows
Musketeer Wizard Prince
Arrows Zap Musketeer Wizard
Zap Arrows
Musketeer Prince
Zap Musketeer
Zap Musketeer
Zap Musketeer Prince

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