My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Knight Musketeer Wizard Balloon Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Balloon

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.

Hog Rider Balloon

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.

Knight Barbarians Hog Rider Balloon

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.

Hog Rider 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
Hog Rider Balloon
Giant Snowball
Barbarians Musketeer Hog Rider Balloon
Zap
Balloon
Barbarian Barrel
Knight Barbarians Musketeer Wizard Electro Wizard
The Log
Barbarians Musketeer Hog Rider
Earthquake
Barbarians Hog Rider
Arrows
Royal Delivery
Knight Barbarians Musketeer Hog Rider Wizard Balloon Electro Wizard
Fireball
Barbarians Musketeer Hog Rider Wizard Balloon Electro Wizard
Poison
Barbarians Musketeer Wizard Balloon Electro Wizard
Lightning
Knight Musketeer Wizard Balloon Electro Wizard
Rocket
Barbarians Musketeer Hog Rider Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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.

Knight

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.

Barbarians Musketeer 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Musketeer Hog Rider Electro Wizard Barbarians Wizard Balloon

Shortest cycle

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

13 Zap Knight Musketeer Hog Rider

Attack Synergies 7 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.

Zap
Hog Rider Balloon Electro Wizard Knight Musketeer
Knight
Musketeer Hog Rider Balloon Zap Wizard Electro Wizard
Barbarians
Hog Rider Balloon
Musketeer
Knight Hog Rider Zap Balloon
Hog Rider
Zap Knight Musketeer Barbarians Wizard Balloon Electro Wizard
Wizard
Knight Hog Rider Balloon
Balloon
Zap Knight Barbarians Musketeer Hog Rider Wizard Electro Wizard
Electro Wizard
Zap Knight Hog Rider Balloon

Defense Synergies 3 6

Zap
Electro Wizard Knight Barbarians Musketeer
Knight
Musketeer Electro Wizard Zap Wizard
Barbarians
Zap
Musketeer
Knight Zap Electro Wizard
Hog Rider
Wizard
Knight Electro Wizard
Balloon
Electro Wizard
Zap Knight Musketeer 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.

Zap Knight Musketeer Wizard Electro Wizard
Barbarians Zap Knight Musketeer Electro Wizard
Barbarians Knight Musketeer Electro Wizard
Barbarians Knight Musketeer Electro Wizard
Barbarians
Zap Musketeer Electro Wizard
Musketeer Electro Wizard Zap Wizard
Zap Barbarians Musketeer Electro Wizard
Barbarians Musketeer
Knight Barbarians Musketeer Electro Wizard
Barbarians Electro Wizard Zap Knight Musketeer Wizard
Musketeer Zap Wizard Electro Wizard
Barbarians Zap Knight Musketeer Wizard Electro Wizard
Wizard Zap Barbarians Electro Wizard
Barbarians Knight Electro Wizard
Barbarians Zap Electro Wizard
Barbarians Wizard Knight Musketeer Electro Wizard
Zap Knight Barbarians Musketeer Wizard Electro Wizard
Zap Wizard Knight Barbarians Musketeer Electro Wizard
Barbarians Musketeer Electro Wizard
Wizard Knight Barbarians Musketeer Electro Wizard

Counters to secondary win conditions

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

Knight Barbarians Zap Electro Wizard
Electro Wizard Zap Knight Musketeer Wizard
Barbarians Zap Knight Musketeer Electro Wizard
Zap Knight Barbarians Musketeer Electro Wizard
Barbarians Knight Musketeer
Wizard Zap Musketeer Electro Wizard
Knight Barbarians Musketeer Electro Wizard
Knight Barbarians
Zap Electro Wizard Knight Barbarians
Barbarians Musketeer
Knight Barbarians Musketeer
Zap Barbarians Electro Wizard
Barbarians Knight Wizard
Wizard Barbarians Musketeer
Barbarians Electro Wizard Zap Knight Musketeer
Zap Barbarians Musketeer 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.)

Knight Musketeer
Zap Musketeer Electro Wizard
Knight Barbarians Musketeer
Wizard Zap
Wizard Zap Musketeer
Musketeer Wizard
Zap Wizard
Zap Wizard
Musketeer Electro Wizard
Zap Knight Musketeer Wizard Electro Wizard
Zap Musketeer Wizard
Knight Musketeer
Musketeer
Zap Musketeer
Zap Musketeer Wizard
Musketeer Wizard
Zap Musketeer Wizard Electro Wizard
Zap Wizard
Musketeer
Wizard
Musketeer
Zap Barbarians Musketeer
Zap Wizard
Zap Musketeer Wizard Electro Wizard
Zap Musketeer Wizard
Zap Musketeer
Zap Musketeer Wizard Electro Wizard
Zap Electro Wizard Musketeer Wizard
Zap Musketeer Wizard
Zap Electro Wizard
Wizard
Zap Electro Wizard Barbarians Musketeer
Zap Musketeer Wizard Electro Wizard
Knight Musketeer Wizard Electro Wizard
Zap Musketeer Wizard
Zap
Musketeer
Zap Musketeer Electro Wizard
Zap Musketeer Electro Wizard
Zap Musketeer Electro Wizard

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