My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Musketeer 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.

Musketeer Giant Electro Wizard

Offensive cards

Win conditions

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

Giant Goblin Barrel

Damage spells

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

Zap Fireball Rage

Punishments

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

Giant Goblin Barrel

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Giant

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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.

Rage 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.

Fireball 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.

Fireball Musketeer 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Goblin Barrel Skeleton Army Fireball Musketeer Electro Wizard Giant

Shortest cycle

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

10 Zap Rage Goblin Barrel Skeleton Army

Attack Synergies 6 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
Fireball Giant Electro Wizard Musketeer
Fireball
Zap Giant Electro Wizard
Musketeer
Giant Zap
Giant
Zap Musketeer Rage Goblin Barrel Fireball Electro Wizard
Rage
Giant Electro Wizard
Goblin Barrel
Giant Skeleton Army
Skeleton Army
Goblin Barrel
Electro Wizard
Zap Fireball Giant Rage

Defense Synergies 2 7

Zap
Fireball Electro Wizard Musketeer Skeleton Army
Fireball
Zap Musketeer Electro Wizard
Musketeer
Zap Fireball Skeleton Army Electro Wizard
Giant
Rage
Goblin Barrel
Skeleton Army
Zap Musketeer Electro Wizard
Electro Wizard
Zap Fireball Musketeer Skeleton Army

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 Fireball Musketeer Electro Wizard
Skeleton Army Zap Musketeer Electro Wizard
Skeleton Army Musketeer Electro Wizard
Skeleton Army Musketeer Electro Wizard
Fireball Skeleton Army
Fireball Skeleton Army Zap Musketeer Electro Wizard
Musketeer Electro Wizard Zap Fireball
Zap Fireball Musketeer Electro Wizard
Musketeer Skeleton Army
Skeleton Army Musketeer Electro Wizard
Skeleton Army Electro Wizard Zap Fireball Musketeer
Musketeer Zap Fireball Electro Wizard
Skeleton Army Zap Fireball Musketeer Electro Wizard
Fireball Skeleton Army Zap Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Zap Fireball Electro Wizard
Fireball Musketeer Skeleton Army Electro Wizard
Fireball Zap Musketeer Skeleton Army Electro Wizard
Zap Fireball Musketeer Electro Wizard
Musketeer Electro Wizard
Skeleton Army Fireball Musketeer Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap Fireball Electro Wizard
Fireball Electro Wizard Zap Musketeer
Skeleton Army Zap Musketeer Electro Wizard
Skeleton Army Zap Fireball Musketeer Electro Wizard
Musketeer Skeleton Army
Fireball Zap Musketeer Electro Wizard
Skeleton Army Fireball Musketeer Electro Wizard
Skeleton Army
Zap Electro Wizard Fireball Skeleton Army
Musketeer Skeleton Army
Musketeer
Skeleton Army Zap Fireball Electro Wizard
Skeleton Army Fireball
Fireball Musketeer Skeleton Army
Skeleton Army Electro Wizard Zap Fireball Musketeer
Zap Fireball Musketeer 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.)

Fireball Musketeer
Fireball Zap Musketeer Electro Wizard
Fireball
Fireball Musketeer
Fireball Zap
Fireball Zap Musketeer
Musketeer
Fireball Zap
Fireball Zap
Fireball Musketeer Electro Wizard
Zap Fireball Musketeer Electro Wizard
Fireball Zap Musketeer
Fireball Musketeer
Fireball Musketeer
Zap Fireball Musketeer
Zap Fireball Musketeer
Fireball Musketeer
Fireball
Zap Fireball Musketeer Electro Wizard
Zap Fireball
Fireball Musketeer
Fireball
Musketeer
Zap Fireball Musketeer
Zap Fireball
Fireball Zap Musketeer Electro Wizard
Fireball Zap Musketeer
Fireball Zap Musketeer
Zap Fireball Musketeer Electro Wizard
Zap Electro Wizard Fireball Musketeer
Fireball
Zap Fireball Musketeer
Zap Fireball Electro Wizard
Fireball
Zap Electro Wizard Fireball Musketeer Skeleton Army
Fireball Zap Musketeer Electro Wizard
Fireball
Fireball Musketeer Electro Wizard
Zap Fireball Musketeer
Zap Fireball
Musketeer
Zap Fireball Musketeer Electro Wizard
Zap Fireball Musketeer Electro Wizard
Zap Fireball Musketeer Electro Wizard

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