My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Missing cards in your collection

Electro Dragon

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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Archers Minions Musketeer Wizard Three Musketeers

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 Wizard Three Musketeers Golem

Offensive cards

Win conditions

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

Three Musketeers Golem

Damage spells

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

Zap

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.

Barbarians Golem

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.

Golem

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 Minions Three Musketeers
Giant Snowball
Archers Minions Barbarians Musketeer Three Musketeers
Zap
Archers Minions Three Musketeers
Barbarian Barrel
Archers Barbarians Musketeer Wizard Three Musketeers
The Log
Archers Barbarians Musketeer Three Musketeers
Earthquake
Archers Barbarians
Arrows
Archers Minions
Royal Delivery
Archers Minions Barbarians Musketeer Wizard Three Musketeers
Fireball
Archers Minions Barbarians Musketeer Wizard Three Musketeers
Poison
Archers Minions Barbarians Musketeer Wizard Three Musketeers
Lightning
Musketeer Wizard Three Musketeers
Rocket
Barbarians Musketeer Wizard Three Musketeers

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.

Golem

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.

Minions Barbarians Musketeer Wizard Three Musketeers

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Minions Musketeer Barbarians Wizard Golem Three Musketeers

Shortest cycle

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

12 Zap Archers Minions Musketeer

Attack Synergies 0 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.

Zap
Archers Minions Musketeer Three Musketeers Golem
Archers
Zap Golem
Minions
Zap Golem
Barbarians
Musketeer
Zap Golem
Wizard
Golem
Three Musketeers
Zap
Golem
Zap Archers Minions Musketeer Wizard

Defense Synergies 0 7

Zap
Archers Minions Barbarians Musketeer Three Musketeers
Archers
Zap Minions
Minions
Zap Archers Musketeer
Barbarians
Zap
Musketeer
Zap Minions
Wizard
Three Musketeers
Zap
Golem

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 Minions Musketeer Wizard
Barbarians Zap Minions Musketeer Three Musketeers
Barbarians Three Musketeers Archers Minions Musketeer
Barbarians Three Musketeers Minions Musketeer
Barbarians
Zap Archers Minions Musketeer
Minions Musketeer Three Musketeers Zap Archers Wizard
Zap Barbarians Musketeer
Barbarians Three Musketeers Minions Musketeer
Archers Barbarians Musketeer
Archers Minions Barbarians Zap Musketeer Wizard
Minions Musketeer Three Musketeers Zap Archers Wizard
Barbarians Zap Minions Musketeer Wizard Three Musketeers
Wizard Three Musketeers Zap Minions Barbarians
Barbarians Three Musketeers
Barbarians Zap Three Musketeers
Barbarians Wizard Three Musketeers Minions Musketeer
Zap Archers Minions Barbarians Musketeer Wizard Three Musketeers
Zap Wizard Archers Minions Barbarians Musketeer
Barbarians Musketeer Three Musketeers
Wizard Archers Minions Barbarians Musketeer

Counters to secondary win conditions

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

Barbarians Zap Archers
Zap Archers Musketeer Wizard
Barbarians Zap Minions Musketeer
Zap Barbarians Musketeer
Barbarians Musketeer Three Musketeers
Wizard Zap Archers Minions Musketeer Three Musketeers
Archers Minions Barbarians Musketeer
Barbarians
Zap Minions Barbarians
Barbarians Musketeer Three Musketeers
Minions Barbarians Musketeer
Zap Barbarians
Barbarians Wizard Three Musketeers
Wizard Archers Barbarians Musketeer Three Musketeers
Barbarians Zap Archers Minions Musketeer Three Musketeers
Minions Zap Archers Barbarians Musketeer 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
Zap Musketeer
Barbarians Musketeer
Wizard Zap
Wizard Zap Minions Musketeer
Archers Musketeer Wizard
Zap Wizard
Zap Wizard
Minions Musketeer Three Musketeers
Zap Musketeer Wizard
Zap Archers Musketeer Wizard
Musketeer Three Musketeers
Minions Musketeer
Zap Musketeer
Zap Musketeer Wizard Three Musketeers
Musketeer Wizard Three Musketeers
Three Musketeers
Minions
Zap Archers Musketeer Wizard Three Musketeers
Zap Wizard
Minions Musketeer
Wizard
Musketeer
Zap Barbarians Musketeer
Zap Wizard
Zap Musketeer Wizard
Zap Musketeer Wizard
Zap Musketeer
Zap Archers Musketeer Wizard
Zap Minions Musketeer Wizard
Zap Musketeer Wizard
Zap
Wizard
Zap Archers Minions Barbarians Musketeer
Zap Archers Musketeer Wizard Three Musketeers
Musketeer Wizard Three Musketeers
Zap Musketeer Wizard
Zap
Musketeer Three Musketeers
Zap Minions Musketeer
Zap Musketeer
Zap Musketeer

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