My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Deck tips

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

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!
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.

Musketeer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar 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.

Musketeer Prince X-Bow Mega Knight Monk

Offensive cards

Win conditions

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

Mortar X-Bow

Damage spells

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

Rage Freeze

Punishments

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

Mortar Prince X-Bow 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.

Mortar Prince X-Bow 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.

Monk

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
Prince
Giant Snowball
Musketeer
Zap
Mortar Prince X-Bow
Barbarian Barrel
Mortar Musketeer X-Bow
The Log
Musketeer Prince X-Bow
Earthquake
Mortar X-Bow
Arrows
Royal Delivery
Musketeer Prince
Fireball
Mortar Musketeer X-Bow
Poison
Mortar Musketeer X-Bow
Lightning
Mortar Musketeer Prince X-Bow Monk
Rocket
Mortar Musketeer Prince X-Bow

Against air swarms

Spells and units that can counter air swarms.

Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Freeze 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.

Rage Freeze Prince Mega Knight

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.

Musketeer

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Mortar Musketeer Freeze Prince Monk X-Bow Mega Knight

Shortest cycle

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

14 Rage Mortar Musketeer Freeze

Attack Synergies 1 5

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.

Mortar
Musketeer
Musketeer
Mortar Prince X-Bow Mega Knight
Rage
Prince
Freeze
Prince
Mega Knight Musketeer Rage
X-Bow
Musketeer
Mega Knight
Prince Musketeer
Monk

Defense Synergies 0 3

Mortar
Musketeer
Musketeer
Mortar Mega Knight
Rage
Freeze
Mega Knight
Prince
X-Bow
Mega Knight
Musketeer Freeze
Monk

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.

Mortar Musketeer X-Bow
Mortar Musketeer Prince X-Bow Mega Knight Monk
Mortar Prince Mega Knight Musketeer Freeze
Prince Mortar Musketeer Mega Knight Monk
Prince X-Bow Mega Knight Monk
Freeze Musketeer X-Bow Mega Knight
Musketeer Mortar Freeze X-Bow
Musketeer X-Bow Mega Knight Monk
Mortar Musketeer Prince X-Bow
Musketeer Prince Mega Knight
Musketeer Freeze X-Bow Mega Knight
Musketeer
Mortar Prince Mega Knight Musketeer Freeze X-Bow
Mega Knight Mortar Freeze Prince X-Bow
Mortar Prince X-Bow Mega Knight
Monk Mortar Freeze Prince X-Bow Mega Knight
Mega Knight Mortar Musketeer Prince X-Bow
Mortar Mega Knight Musketeer Prince X-Bow
Mortar Freeze Musketeer Mega Knight
Mortar Musketeer Prince
Mega Knight Musketeer Prince

Counters to secondary win conditions

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

Mega Knight Prince X-Bow
Mortar Musketeer Prince X-Bow Mega Knight Monk
Mega Knight Musketeer Prince
Prince Mega Knight Musketeer X-Bow Monk
Musketeer Prince Mega Knight
Musketeer Freeze Monk
Prince Musketeer
Mega Knight Prince
Freeze Mega Knight Mortar Prince X-Bow Monk
Musketeer
Mega Knight Musketeer Prince
Mega Knight Monk Prince
Prince Mega Knight
Musketeer Mega Knight
Mortar Musketeer Freeze Prince X-Bow Monk
Mega Knight Musketeer Freeze
Mortar

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.)

Mortar Musketeer Freeze X-Bow Monk
Mortar Monk Musketeer X-Bow
X-Bow
Musketeer Freeze Prince
Mortar Mega Knight
Musketeer Freeze Monk
Mortar Musketeer
X-Bow Freeze
Monk Mortar X-Bow
Musketeer Prince X-Bow
Monk Mortar Musketeer Prince X-Bow
Monk Musketeer
Mortar Musketeer
Mortar Musketeer Freeze X-Bow Monk
Mortar Musketeer Prince X-Bow
X-Bow Mortar Musketeer
Mortar Musketeer X-Bow Mega Knight
Monk Mortar Freeze
Mortar Musketeer Prince X-Bow Mega Knight Monk
Mortar X-Bow Mega Knight Monk
Musketeer Prince X-Bow Mega Knight Monk
Musketeer Prince X-Bow Monk
Mortar Musketeer X-Bow Monk
Freeze Mortar Mega Knight
Mortar X-Bow Musketeer Monk
Mortar Musketeer Prince X-Bow Mega Knight Monk
Mortar Musketeer X-Bow
Musketeer X-Bow
Musketeer Freeze
Mortar Musketeer X-Bow Mega Knight
Freeze Monk
Prince Mega Knight
Monk
Musketeer Freeze Prince X-Bow
Musketeer Monk
Freeze
Musketeer Prince Mega Knight
Mortar Musketeer
Monk
Musketeer Prince Mega Knight
Musketeer Freeze
Musketeer
Mortar Musketeer Freeze Prince X-Bow Mega Knight Monk
Prince
Mortar Mega Knight Monk

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