My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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 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!
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.

Musketeer Wizard

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 Recruits Elixir Golem Musketeer Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Rocket Rage

Punishments

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

Royal Recruits Elixir Golem

Pump responses

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

Rocket

Dropped at the bridge

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

Royal Recruits Elixir Golem P.E.K.K.A

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 Recruits Elixir Golem Guards
Giant Snowball
Royal Recruits Musketeer Guards
Zap
Guards
Barbarian Barrel
Royal Recruits Elixir Golem Musketeer Wizard Guards
The Log
Royal Recruits Elixir Golem Musketeer Guards
Earthquake
Elixir Golem Guards
Arrows
Royal Recruits Guards
Royal Delivery
Royal Recruits Elixir Golem Musketeer Wizard Guards P.E.K.K.A
Fireball
Elixir Golem Musketeer Wizard
Poison
Royal Recruits Elixir Golem Musketeer Wizard Guards
Lightning
Musketeer Wizard
Rocket
Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket

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 Elixir Golem Rocket Rage Guards P.E.K.K.A

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 Wizard

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.

Rage Elixir Golem Guards Musketeer Wizard Rocket Royal Recruits P.E.K.K.A

Shortest cycle

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

12 Rage Elixir Golem Guards Musketeer

Attack Synergies 1 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.

Royal Recruits
Musketeer
Elixir Golem
Rage Musketeer Wizard
Musketeer
Royal Recruits Elixir Golem P.E.K.K.A
Wizard
Elixir Golem Rage P.E.K.K.A
Rocket
Rage
Elixir Golem Wizard
Guards
P.E.K.K.A
Musketeer Wizard

Defense Synergies 1 3

Royal Recruits
Elixir Golem
Musketeer
Guards P.E.K.K.A
Wizard
Guards P.E.K.K.A
Rocket
Rage
Guards
Musketeer Wizard
P.E.K.K.A
Musketeer Wizard

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.

Rocket Royal Recruits Musketeer Wizard
P.E.K.K.A Royal Recruits Musketeer
Rocket P.E.K.K.A Royal Recruits Musketeer
Royal Recruits P.E.K.K.A Musketeer Guards
Royal Recruits Rocket P.E.K.K.A
Musketeer Guards
Musketeer Rocket Wizard
Rocket Royal Recruits Musketeer P.E.K.K.A
P.E.K.K.A Royal Recruits Musketeer
Guards Royal Recruits Musketeer
Guards Royal Recruits Musketeer Wizard
Musketeer Wizard
Royal Recruits P.E.K.K.A Musketeer Wizard Rocket Guards
Wizard Rocket Royal Recruits Guards P.E.K.K.A
Royal Recruits P.E.K.K.A
Rocket Royal Recruits P.E.K.K.A
Wizard Royal Recruits Musketeer P.E.K.K.A
Royal Recruits Musketeer Wizard Guards
Wizard Royal Recruits Musketeer Guards
P.E.K.K.A Royal Recruits Musketeer
Royal Recruits Wizard Musketeer Guards P.E.K.K.A
P.E.K.K.A Guards

Counters to secondary win conditions

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

Royal Recruits Guards P.E.K.K.A
Musketeer Wizard Rocket
Royal Recruits Guards P.E.K.K.A Musketeer Rocket
Royal Recruits Rocket Guards P.E.K.K.A Musketeer
Royal Recruits P.E.K.K.A Musketeer Guards
Wizard Rocket Musketeer
Royal Recruits Rocket Guards P.E.K.K.A Musketeer
P.E.K.K.A Royal Recruits
Royal Recruits Rocket P.E.K.K.A
Royal Recruits P.E.K.K.A Musketeer Guards
P.E.K.K.A Royal Recruits Musketeer Guards
Royal Recruits Rocket P.E.K.K.A Guards
Royal Recruits Rocket P.E.K.K.A Wizard Guards
Royal Recruits Wizard Musketeer
Royal Recruits Guards Musketeer Rocket P.E.K.K.A
Royal Recruits Musketeer Wizard P.E.K.K.A

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 Musketeer Rocket Guards
Musketeer
Rocket
Royal Recruits Musketeer Rocket Guards
Wizard Rocket
Wizard Musketeer Rocket
Musketeer Wizard
Wizard
Wizard
Rocket Musketeer Guards
Rocket Royal Recruits Musketeer Wizard
Musketeer Wizard Rocket
Rocket Musketeer
Musketeer Rocket
Musketeer
Rocket Musketeer Wizard
Royal Recruits Musketeer Wizard Rocket
Rocket
Rocket
Rocket Musketeer Wizard
Rocket Wizard
Rocket Musketeer
Rocket Wizard
Rocket Musketeer
Rocket Royal Recruits Musketeer
Wizard
Musketeer Wizard
Musketeer Wizard
Rocket Musketeer
Musketeer Wizard
Rocket Musketeer Wizard Guards
Musketeer Wizard Rocket
Rocket
P.E.K.K.A
Rocket Wizard
Royal Recruits Musketeer Rocket Guards
Rocket Musketeer Wizard
Musketeer Wizard Rocket
Musketeer Wizard
Rocket
Royal Recruits Musketeer P.E.K.K.A
Royal Recruits Musketeer Rocket Guards
Musketeer Rocket
Royal Recruits Musketeer Rocket
P.E.K.K.A
Wizard Rocket

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