My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Spear Goblins Musketeer Little Prince

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.

Spear Goblins Royal Giant Musketeer Electro Giant Little Prince

Offensive cards

Win conditions

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

Royal Giant Royal Hogs Electro Giant

Damage spells

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

Arrows

Punishments

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

Royal Giant Royal Hogs Electro Giant

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.

Spear Goblins Barbarians Royal Giant Royal Hogs Electro Giant

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

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
Spear Goblins Royal Giant Royal Hogs
Giant Snowball
Spear Goblins Barbarians Musketeer Royal Hogs Little Prince
Zap
Spear Goblins Royal Giant Royal Hogs Little Prince
Barbarian Barrel
Spear Goblins Barbarians Musketeer Royal Hogs Little Prince
The Log
Spear Goblins Barbarians Royal Giant Musketeer Royal Hogs Little Prince
Earthquake
Spear Goblins Barbarians Royal Hogs
Arrows
Spear Goblins Royal Hogs Little Prince
Royal Delivery
Spear Goblins Barbarians Musketeer Royal Hogs Little Prince
Fireball
Barbarians Musketeer Royal Hogs Little Prince
Poison
Spear Goblins Barbarians Musketeer Royal Hogs Little Prince
Lightning
Musketeer Little Prince
Rocket
Barbarians Musketeer Royal Hogs Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Giant

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.

Spear Goblins Arrows Electro Giant

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.

Barbarians 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Arrows Little Prince Musketeer Barbarians Royal Hogs Royal Giant Electro Giant

Shortest cycle

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

12 Spear Goblins Arrows Little Prince Musketeer

Attack Synergies 2 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.

Spear Goblins
Royal Giant Royal Hogs
Arrows
Royal Giant Royal Hogs
Barbarians
Royal Giant
Arrows Spear Goblins Musketeer
Musketeer
Royal Giant Royal Hogs
Royal Hogs
Arrows Spear Goblins Musketeer Little Prince
Electro Giant
Little Prince
Royal Hogs

Defense Synergies 0 6

Spear Goblins
Arrows Barbarians Musketeer Little Prince
Arrows
Spear Goblins Barbarians Little Prince
Barbarians
Spear Goblins Arrows
Royal Giant
Musketeer
Spear Goblins
Royal Hogs
Electro Giant
Little Prince
Spear Goblins Arrows

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.

Spear Goblins Musketeer
Barbarians Musketeer
Barbarians Musketeer
Barbarians Musketeer
Arrows Barbarians
Arrows Spear Goblins Musketeer
Musketeer Spear Goblins Arrows Little Prince
Arrows Barbarians Musketeer Electro Giant
Barbarians Musketeer
Spear Goblins Barbarians Musketeer Little Prince
Barbarians Spear Goblins Arrows Musketeer Electro Giant
Arrows Musketeer Spear Goblins
Barbarians Musketeer
Arrows Barbarians
Barbarians
Barbarians Electro Giant
Barbarians Arrows Musketeer
Arrows Spear Goblins Barbarians Musketeer Little Prince
Arrows Spear Goblins Barbarians Musketeer Little Prince
Barbarians Musketeer
Spear Goblins Arrows Barbarians Musketeer Electro Giant Little Prince

Counters to secondary win conditions

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

Barbarians Spear Goblins Electro Giant
Arrows Musketeer
Barbarians Spear Goblins Musketeer
Barbarians Musketeer
Barbarians Musketeer
Arrows Electro Giant Musketeer
Spear Goblins Barbarians Musketeer
Barbarians
Spear Goblins Barbarians
Barbarians Musketeer
Barbarians Musketeer
Arrows Barbarians Electro Giant
Barbarians
Barbarians Musketeer Electro Giant
Barbarians Electro Giant Spear Goblins Musketeer Little Prince
Arrows Barbarians Musketeer Electro Giant
Arrows

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.)

Arrows Musketeer
Arrows Musketeer
Arrows
Arrows Barbarians Musketeer
Arrows
Arrows Electro Giant Spear Goblins Musketeer
Arrows Musketeer
Arrows
Arrows
Musketeer
Arrows Musketeer
Arrows Musketeer
Musketeer
Arrows Musketeer
Arrows Musketeer
Spear Goblins Arrows Musketeer
Arrows Musketeer
Arrows
Arrows Musketeer
Arrows Electro Giant Little Prince
Musketeer
Arrows
Musketeer
Arrows Barbarians Musketeer
Arrows Electro Giant Little Prince
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer Electro Giant Little Prince
Musketeer Electro Giant
Arrows Musketeer
Arrows
Arrows
Spear Goblins Barbarians Musketeer
Arrows Musketeer
Arrows
Musketeer
Arrows Musketeer
Arrows Electro Giant
Musketeer
Electro Giant Musketeer
Musketeer
Musketeer Electro Giant Little Prince

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