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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers 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.

Archers Musketeer Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Freeze

Punishments

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

Elite Barbarians Hog Rider

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.

Goblins Elite Barbarians Hog Rider

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Freeze

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.

Freeze

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.

Elite Barbarians

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.

Goblins Musketeer 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Zap Archers Musketeer Hog Rider Freeze Electro Wizard Elite Barbarians

Shortest cycle

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

11 Goblins Zap Archers Musketeer

Attack Synergies 6 9

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.

Goblins
Hog Rider Zap Archers
Zap
Elite Barbarians Hog Rider Electro Wizard Goblins Archers Musketeer Freeze
Archers
Goblins Zap Elite Barbarians Hog Rider
Elite Barbarians
Zap Archers Hog Rider
Musketeer
Hog Rider Zap
Hog Rider
Goblins Zap Musketeer Freeze Archers Elite Barbarians Electro Wizard
Freeze
Hog Rider Zap
Electro Wizard
Zap Hog Rider

Defense Synergies 1 11

Goblins
Zap Archers Musketeer Freeze Electro Wizard
Zap
Electro Wizard Goblins Archers Elite Barbarians Musketeer
Archers
Goblins Zap Electro Wizard
Elite Barbarians
Zap
Musketeer
Goblins Zap Electro Wizard
Hog Rider
Freeze
Goblins Electro Wizard
Electro Wizard
Zap Goblins Archers Musketeer Freeze

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 Electro Wizard
Elite Barbarians Goblins Zap Musketeer Electro Wizard
Goblins Archers Elite Barbarians Musketeer Freeze Electro Wizard
Elite Barbarians Goblins Musketeer Electro Wizard
Elite Barbarians
Freeze Goblins Zap Archers Musketeer Electro Wizard
Musketeer Electro Wizard Zap Archers Freeze
Zap Musketeer Electro Wizard
Goblins Elite Barbarians Musketeer
Elite Barbarians Goblins Archers Musketeer Electro Wizard
Goblins Archers Electro Wizard Zap Musketeer Freeze
Musketeer Zap Archers Electro Wizard
Zap Elite Barbarians Musketeer Freeze Electro Wizard
Goblins Zap Freeze Electro Wizard
Elite Barbarians Electro Wizard
Zap Elite Barbarians Freeze Electro Wizard
Goblins Elite Barbarians Musketeer Electro Wizard
Goblins Zap Archers Elite Barbarians Musketeer Electro Wizard
Zap Freeze Archers Musketeer Electro Wizard
Elite Barbarians Musketeer Electro Wizard
Goblins Archers Elite Barbarians Musketeer Electro Wizard

Counters to secondary win conditions

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

Goblins Zap Archers Elite Barbarians Electro Wizard
Electro Wizard Zap Archers Elite Barbarians Musketeer
Goblins Zap Elite Barbarians Musketeer Electro Wizard
Zap Elite Barbarians Musketeer Electro Wizard
Elite Barbarians Musketeer
Zap Archers Musketeer Freeze Electro Wizard
Goblins Archers Elite Barbarians Musketeer Electro Wizard
Elite Barbarians
Zap Freeze Electro Wizard Goblins Elite Barbarians
Musketeer
Elite Barbarians Musketeer
Zap Elite Barbarians Electro Wizard
Elite Barbarians
Archers Musketeer
Elite Barbarians Electro Wizard Goblins Zap Archers Musketeer Freeze
Zap Archers Elite Barbarians Musketeer Freeze 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.)

Musketeer Freeze
Zap Musketeer Electro Wizard
Musketeer Freeze
Zap
Zap Musketeer Freeze
Archers Musketeer
Zap Freeze
Zap
Goblins Elite Barbarians Musketeer Electro Wizard
Zap Musketeer Electro Wizard
Zap Archers Musketeer
Elite Barbarians Musketeer
Musketeer Freeze
Zap Elite Barbarians Musketeer
Zap Musketeer
Musketeer
Freeze
Zap Archers Musketeer Electro Wizard
Zap
Musketeer
Musketeer
Zap Musketeer
Zap Freeze
Zap Musketeer Electro Wizard
Zap Musketeer
Zap Musketeer
Elite Barbarians Zap Archers Musketeer Electro Wizard
Zap Electro Wizard Musketeer Freeze
Elite Barbarians
Zap Musketeer
Zap Freeze Electro Wizard
Zap Electro Wizard Archers Musketeer Freeze
Zap Archers Musketeer Electro Wizard
Freeze
Musketeer Electro Wizard
Zap Musketeer
Zap
Elite Barbarians Musketeer
Zap Elite Barbarians Musketeer Freeze Electro Wizard
Zap Musketeer Electro Wizard
Zap Musketeer Freeze Electro Wizard

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