My Best Clash Royale Deck

Deck Check Rating

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

3 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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

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.

Royal Giant Royal Recruits Three Musketeers Giant Skeleton P.E.K.K.A Electro Giant Golem Mega Knight

Offensive cards

Win conditions

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

Royal Giant Three Musketeers Electro Giant Golem

Damage spells

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

Missing

Punishments

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

Royal Giant Royal Recruits Electro Giant Mega Knight

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.

Royal Giant Royal Recruits Giant Skeleton P.E.K.K.A Electro Giant Golem Mega Knight

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.

Giant Skeleton 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
Royal Giant Royal Recruits Three Musketeers Giant Skeleton
Giant Snowball
Royal Recruits Three Musketeers
Zap
Royal Giant Three Musketeers
Barbarian Barrel
Royal Recruits Three Musketeers Giant Skeleton
The Log
Royal Giant Royal Recruits Three Musketeers Giant Skeleton
Earthquake
Arrows
Royal Recruits
Royal Delivery
Royal Recruits Three Musketeers Giant Skeleton P.E.K.K.A
Fireball
Three Musketeers
Poison
Royal Recruits Three Musketeers
Lightning
Three Musketeers
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Giant Mega Knight

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.

Royal Recruits Giant Skeleton P.E.K.K.A Electro Giant Golem Mega Knight

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.

Royal Giant

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

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.

Royal Giant Giant Skeleton Royal Recruits P.E.K.K.A Electro Giant Mega Knight Golem Three Musketeers

Shortest cycle

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

26 Royal Giant Giant Skeleton Royal Recruits P.E.K.K.A

Attack Synergies 0 1

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.

Royal Giant
Giant Skeleton
Royal Recruits
Three Musketeers
Giant Skeleton
Royal Giant
P.E.K.K.A
Electro Giant
Golem
Mega Knight

Defense Synergies 0 0

Royal Giant
Royal Recruits
Three Musketeers
Giant Skeleton
P.E.K.K.A
Electro Giant
Golem
Mega Knight

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.

Royal Recruits
P.E.K.K.A Royal Recruits Three Musketeers Mega Knight
Three Musketeers P.E.K.K.A Mega Knight Royal Recruits Giant Skeleton
Royal Recruits Three Musketeers P.E.K.K.A Mega Knight
Royal Recruits Giant Skeleton P.E.K.K.A Mega Knight
Mega Knight
Three Musketeers
Royal Recruits Giant Skeleton P.E.K.K.A Electro Giant Mega Knight
Three Musketeers P.E.K.K.A Royal Recruits
Royal Recruits Giant Skeleton Mega Knight
Royal Recruits Giant Skeleton Electro Giant Mega Knight
Three Musketeers
Royal Recruits P.E.K.K.A Mega Knight Three Musketeers Giant Skeleton
Three Musketeers Mega Knight Royal Recruits P.E.K.K.A
Royal Recruits P.E.K.K.A Three Musketeers Mega Knight
Royal Recruits Three Musketeers P.E.K.K.A Electro Giant Mega Knight
Three Musketeers Mega Knight Royal Recruits P.E.K.K.A
Mega Knight Royal Recruits Three Musketeers
Royal Recruits Giant Skeleton Mega Knight
P.E.K.K.A Royal Recruits Three Musketeers
Royal Recruits Mega Knight Giant Skeleton P.E.K.K.A Electro Giant

Counters to secondary win conditions

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

Royal Recruits Mega Knight Giant Skeleton P.E.K.K.A Electro Giant
Mega Knight
Royal Recruits Giant Skeleton P.E.K.K.A Mega Knight
Royal Recruits Giant Skeleton P.E.K.K.A Mega Knight
Royal Recruits Giant Skeleton P.E.K.K.A Three Musketeers Mega Knight
Electro Giant Three Musketeers
Royal Recruits P.E.K.K.A Giant Skeleton
Giant Skeleton P.E.K.K.A Mega Knight Royal Recruits
Royal Recruits Giant Skeleton P.E.K.K.A Mega Knight
Royal Recruits P.E.K.K.A Three Musketeers
P.E.K.K.A Mega Knight Royal Recruits Giant Skeleton
Royal Recruits P.E.K.K.A Mega Knight Giant Skeleton Electro Giant
Royal Recruits Giant Skeleton P.E.K.K.A Mega Knight Three Musketeers
Royal Recruits Three Musketeers Electro Giant Mega Knight
Royal Recruits Electro Giant Three Musketeers Giant Skeleton P.E.K.K.A
Mega Knight Royal Recruits Giant Skeleton P.E.K.K.A Electro Giant

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.)

Royal Recruits Giant Skeleton
Giant Skeleton
Royal Recruits Giant Skeleton
Mega Knight
Electro Giant
Three Musketeers
Royal Recruits
Three Musketeers
Three Musketeers
Royal Recruits Three Musketeers Mega Knight
Three Musketeers
Three Musketeers Mega Knight
Electro Giant Mega Knight
Giant Skeleton Mega Knight
Royal Recruits
Electro Giant Mega Knight
Mega Knight
Electro Giant
Electro Giant
Mega Knight
P.E.K.K.A Giant Skeleton Mega Knight
Royal Recruits
Three Musketeers
Three Musketeers Mega Knight
Giant Skeleton Electro Giant
Royal Recruits Three Musketeers P.E.K.K.A Mega Knight
Electro Giant Royal Recruits Giant Skeleton
Royal Recruits Giant Skeleton Electro Giant Mega Knight
P.E.K.K.A
Mega Knight

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