My Best Clash Royale Deck

Deck Check Rating

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

5 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 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 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 No anti-ground splash!

You don't have a card, that attacks ground 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 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!
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!
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.

Missing

Investments

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

Suspicious Bush Giant Elixir Collector Three Musketeers Giant Skeleton

Offensive cards

Win conditions

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

Giant Royal Hogs Three Musketeers Wall Breakers

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.

Giant Royal Hogs Wall Breakers

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Battle Healer Giant Royal Hogs Wall Breakers Giant Skeleton

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.

Royal Hogs Giant Skeleton

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
Giant Royal Hogs Three Musketeers Wall Breakers Giant Skeleton
Giant Snowball
Royal Hogs Three Musketeers Wall Breakers
Zap
Royal Hogs Three Musketeers Wall Breakers
Barbarian Barrel
Royal Hogs Three Musketeers Wall Breakers Giant Skeleton
The Log
Suspicious Bush Royal Hogs Three Musketeers Wall Breakers Giant Skeleton
Earthquake
Royal Hogs Elixir Collector
Arrows
Suspicious Bush Royal Hogs Wall Breakers
Royal Delivery
Battle Healer Royal Hogs Three Musketeers Wall Breakers Giant Skeleton
Fireball
Suspicious Bush Battle Healer Royal Hogs Elixir Collector Three Musketeers Wall Breakers
Poison
Suspicious Bush Battle Healer Royal Hogs Elixir Collector Three Musketeers
Lightning
Battle Healer Elixir Collector Three Musketeers
Rocket
Battle Healer Royal Hogs Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Suspicious Bush Battle Healer Elixir Collector Giant Skeleton

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Suspicious Bush Wall Breakers Battle Healer Giant Royal Hogs Elixir Collector Giant Skeleton Three Musketeers

Shortest cycle

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

13 Suspicious Bush Wall Breakers Battle Healer Giant

Attack Synergies 0 6

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.

Suspicious Bush
Battle Healer
Giant Royal Hogs Three Musketeers Giant Skeleton
Giant
Battle Healer Three Musketeers
Royal Hogs
Battle Healer Three Musketeers
Elixir Collector
Three Musketeers
Battle Healer Giant Royal Hogs
Wall Breakers
Giant Skeleton
Battle Healer

Defense Synergies 0 1

Suspicious Bush
Battle Healer
Giant Skeleton
Giant
Royal Hogs
Elixir Collector
Three Musketeers
Wall Breakers
Giant Skeleton
Battle Healer

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.

Battle Healer Three Musketeers
Three Musketeers Giant Skeleton
Three Musketeers
Battle Healer Giant Skeleton
Three Musketeers
Battle Healer Giant Skeleton
Three Musketeers
Battle Healer Giant Skeleton
Giant Skeleton
Three Musketeers
Battle Healer Three Musketeers Giant Skeleton
Three Musketeers
Three Musketeers
Three Musketeers
Three Musketeers
Battle Healer Three Musketeers
Battle Healer Giant Skeleton
Three Musketeers
Battle Healer Giant Skeleton

Counters to secondary win conditions

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

Battle Healer Giant Skeleton
Battle Healer
Giant Skeleton Battle Healer
Giant Skeleton Battle Healer
Giant Skeleton Battle Healer Three Musketeers
Three Musketeers
Battle Healer Giant Skeleton
Giant Skeleton Battle Healer
Giant Skeleton
Three Musketeers
Giant Skeleton
Giant Skeleton
Giant Skeleton Three Musketeers
Three Musketeers
Battle Healer Three Musketeers Giant Skeleton
Battle Healer Giant Skeleton

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.)

Giant Skeleton
Giant Skeleton
Giant Skeleton
Three Musketeers
Three Musketeers
Three Musketeers
Three Musketeers
Three Musketeers
Three Musketeers
Giant Skeleton
Giant Skeleton
Three Musketeers
Three Musketeers
Giant Skeleton
Three Musketeers
Giant Skeleton
Giant Skeleton

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