My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
RIP

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Three Musketeers 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.

Elixir Collector Three Musketeers Electro Wizard Golden Knight

Offensive cards

Win conditions

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

Three Musketeers Goblin Barrel

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.

Goblin Barrel Golden Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector Goblin Barrel

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.

Goblin Barrel Electro Wizard Golden Knight

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
Three Musketeers Goblin Barrel Skeleton Army
Giant Snowball
Three Musketeers Goblin Barrel Skeleton Army
Zap
Three Musketeers Goblin Barrel Skeleton Army
Barbarian Barrel
Three Musketeers Goblin Barrel Skeleton Army Electro Wizard
The Log
Three Musketeers Goblin Barrel Skeleton Army
Earthquake
Elixir Collector Goblin Barrel Skeleton Army
Arrows
Goblin Barrel Skeleton Army
Royal Delivery
Three Musketeers Goblin Barrel Skeleton Army Electro Wizard
Fireball
Elixir Collector Three Musketeers Goblin Barrel Skeleton Army Electro Wizard
Poison
Elixir Collector Three Musketeers Skeleton Army Electro Wizard
Lightning
Elixir Collector Three Musketeers Electro Wizard
Rocket
Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log

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.

Elixir Collector Skeleton Army

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.

Goblin Barrel Skeleton Army

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.

Three Musketeers Goblin Barrel 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Goblin Barrel Skeleton Army Electro Wizard Golden Knight Elixir Collector Three Musketeers

Shortest cycle

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

10 Zap The Log Goblin Barrel Skeleton Army

Attack Synergies 1 6

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
Electro Wizard Three Musketeers The Log
Elixir Collector
Three Musketeers
Zap The Log Golden Knight
Goblin Barrel
Skeleton Army Golden Knight
Skeleton Army
Goblin Barrel
The Log
Zap Three Musketeers
Electro Wizard
Zap
Golden Knight
Three Musketeers Goblin Barrel

Defense Synergies 1 9

Zap
Electro Wizard Three Musketeers Skeleton Army The Log Golden Knight
Elixir Collector
Three Musketeers
Zap The Log
Goblin Barrel
Skeleton Army
Zap The Log Electro Wizard
The Log
Zap Three Musketeers Skeleton Army Electro Wizard Golden Knight
Electro Wizard
Zap Skeleton Army The Log
Golden Knight
Zap 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.

Zap The Log Electro Wizard Golden Knight
Skeleton Army Zap Three Musketeers The Log Electro Wizard
Three Musketeers Skeleton Army Electro Wizard
Three Musketeers Skeleton Army Electro Wizard
Skeleton Army The Log
Skeleton Army The Log Zap Electro Wizard
Three Musketeers Electro Wizard Zap
Zap The Log Electro Wizard Golden Knight
Three Musketeers Skeleton Army
Skeleton Army Electro Wizard
Skeleton Army Electro Wizard Zap The Log
Three Musketeers Zap Electro Wizard
Skeleton Army Zap Three Musketeers The Log Electro Wizard
Three Musketeers Skeleton Army Zap The Log Electro Wizard Golden Knight
Skeleton Army Three Musketeers Electro Wizard
Skeleton Army Zap Three Musketeers The Log Electro Wizard
Three Musketeers Skeleton Army Electro Wizard
Zap Three Musketeers Skeleton Army The Log Electro Wizard Golden Knight
Zap The Log Electro Wizard
Three Musketeers Electro Wizard
Skeleton Army The Log Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap Electro Wizard
Electro Wizard Zap The Log
Skeleton Army Zap The Log Electro Wizard Golden Knight
Skeleton Army Zap The Log Electro Wizard
Three Musketeers Skeleton Army
Zap Three Musketeers Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army
Zap Electro Wizard Skeleton Army The Log
Three Musketeers Skeleton Army
Golden Knight
Skeleton Army Zap The Log Electro Wizard
Skeleton Army Three Musketeers Golden Knight
Three Musketeers Skeleton Army
Skeleton Army Electro Wizard Zap Three Musketeers The Log Golden Knight
Zap The Log Electro Wizard Golden Knight

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.)

The Log Golden Knight
Zap The Log Electro Wizard Golden Knight
The Log
The Log
Zap The Log
Zap
The Log
The Log Zap
The Log Zap Golden Knight
Three Musketeers Electro Wizard
Zap The Log Electro Wizard Golden Knight
Zap
Three Musketeers The Log Golden Knight
Zap The Log
Zap Three Musketeers The Log Golden Knight
Three Musketeers The Log
Three Musketeers
Zap Three Musketeers The Log Electro Wizard
Zap The Log Golden Knight
The Log
The Log
Zap The Log
Zap The Log
The Log Zap Electro Wizard Golden Knight
Zap The Log Golden Knight
Zap The Log Golden Knight
Zap Electro Wizard
Zap Electro Wizard
Zap The Log
Zap Electro Wizard
The Log
Zap Electro Wizard Skeleton Army
Zap Three Musketeers Electro Wizard
The Log
Three Musketeers Electro Wizard
The Log Zap
Zap
Three Musketeers
Zap The Log Electro Wizard Golden Knight
Zap Electro Wizard
Zap The Log Electro Wizard Golden Knight

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