My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 warnings Why?

Deck tips

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

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 No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding 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 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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

X-Bow

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Royal Recruits Three Musketeers Giant Skeleton X-Bow P.E.K.K.A Golem

Offensive cards

Win conditions

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

Three Musketeers X-Bow Golem

Damage spells

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

The Log

Punishments

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

Elite Barbarians Royal Recruits X-Bow

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.

Elite Barbarians Royal Recruits Giant Skeleton X-Bow P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

The Log

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 Golem

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.

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.

The Log Elite Barbarians Giant Skeleton X-Bow Royal Recruits P.E.K.K.A Golem Three Musketeers

Shortest cycle

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

20 The Log Elite Barbarians Giant Skeleton X-Bow

Attack Synergies 1 7

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.

Elite Barbarians
Three Musketeers The Log
Royal Recruits
Three Musketeers
Elite Barbarians The Log
Giant Skeleton
X-Bow The Log
X-Bow
The Log Giant Skeleton
P.E.K.K.A
The Log
Golem
The Log
The Log
X-Bow Elite Barbarians Three Musketeers Giant Skeleton P.E.K.K.A Golem

Defense Synergies 2 4

Elite Barbarians
The Log
Royal Recruits
The Log
Three Musketeers
The Log
Giant Skeleton
The Log
X-Bow
The Log
P.E.K.K.A
The Log
Golem
The Log
X-Bow P.E.K.K.A Elite Barbarians Royal Recruits Three Musketeers Giant Skeleton

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 X-Bow The Log
Elite Barbarians P.E.K.K.A Royal Recruits Three Musketeers X-Bow The Log
Three Musketeers P.E.K.K.A Elite Barbarians Royal Recruits Giant Skeleton
Elite Barbarians Royal Recruits Three Musketeers P.E.K.K.A
Elite Barbarians Royal Recruits Giant Skeleton X-Bow P.E.K.K.A The Log
The Log X-Bow
Three Musketeers X-Bow
Royal Recruits Giant Skeleton X-Bow P.E.K.K.A The Log
Three Musketeers P.E.K.K.A Elite Barbarians Royal Recruits X-Bow
Elite Barbarians Royal Recruits Giant Skeleton
Royal Recruits Giant Skeleton X-Bow The Log
Three Musketeers
Royal Recruits P.E.K.K.A Elite Barbarians Three Musketeers Giant Skeleton X-Bow The Log
Three Musketeers Royal Recruits X-Bow P.E.K.K.A The Log
Elite Barbarians Royal Recruits P.E.K.K.A Three Musketeers X-Bow
Elite Barbarians Royal Recruits Three Musketeers X-Bow P.E.K.K.A The Log
Three Musketeers Elite Barbarians Royal Recruits X-Bow P.E.K.K.A
Elite Barbarians Royal Recruits Three Musketeers X-Bow The Log
The Log Royal Recruits Giant Skeleton
P.E.K.K.A Elite Barbarians Royal Recruits Three Musketeers
Royal Recruits Elite Barbarians Giant Skeleton P.E.K.K.A The Log

Counters to secondary win conditions

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

Royal Recruits Elite Barbarians Giant Skeleton X-Bow P.E.K.K.A
Elite Barbarians X-Bow The Log
Royal Recruits Giant Skeleton P.E.K.K.A Elite Barbarians The Log
Royal Recruits Giant Skeleton P.E.K.K.A Elite Barbarians X-Bow The Log
Royal Recruits Giant Skeleton P.E.K.K.A Elite Barbarians Three Musketeers
Three Musketeers
Royal Recruits P.E.K.K.A Elite Barbarians Giant Skeleton
Giant Skeleton P.E.K.K.A Elite Barbarians Royal Recruits
Royal Recruits Giant Skeleton P.E.K.K.A Elite Barbarians X-Bow The Log
Royal Recruits P.E.K.K.A Three Musketeers
P.E.K.K.A Elite Barbarians Royal Recruits Giant Skeleton
Royal Recruits P.E.K.K.A Elite Barbarians Giant Skeleton The Log
Elite Barbarians Royal Recruits Giant Skeleton P.E.K.K.A Three Musketeers
Royal Recruits Three Musketeers
Elite Barbarians Royal Recruits Three Musketeers Giant Skeleton X-Bow P.E.K.K.A The Log
Elite Barbarians Royal Recruits Giant Skeleton P.E.K.K.A The Log

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 X-Bow The Log
X-Bow The Log
Giant Skeleton X-Bow The Log
Royal Recruits Giant Skeleton The Log
The Log
The Log
X-Bow The Log
The Log X-Bow
Elite Barbarians Three Musketeers X-Bow
Royal Recruits X-Bow The Log
Elite Barbarians Three Musketeers The Log
X-Bow
Elite Barbarians X-Bow The Log
X-Bow Three Musketeers The Log
Royal Recruits Three Musketeers X-Bow The Log
Three Musketeers
Three Musketeers X-Bow The Log
X-Bow The Log
Giant Skeleton X-Bow The Log
X-Bow The Log
Royal Recruits X-Bow The Log
The Log
X-Bow The Log
X-Bow The Log
X-Bow The Log
Elite Barbarians X-Bow
Elite Barbarians
X-Bow The Log
P.E.K.K.A Giant Skeleton
The Log
Royal Recruits X-Bow
Three Musketeers
The Log
Three Musketeers
The Log
Giant Skeleton
Elite Barbarians Royal Recruits Three Musketeers P.E.K.K.A
Elite Barbarians Royal Recruits Giant Skeleton The Log
Royal Recruits Giant Skeleton X-Bow The Log
P.E.K.K.A

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