My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
Good
F2P score
Mediocre

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 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!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Three Musketeers Archer Queen

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.

Knight Elixir Collector Three Musketeers Royal Ghost Archer Queen

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Rage

Punishments

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

Elite Barbarians Royal Ghost

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.

Knight Elite Barbarians Heal Spirit Royal Ghost Archer Queen

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 Royal Ghost

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 Three Musketeers
Giant Snowball
Three Musketeers
Zap
Three Musketeers
Barbarian Barrel
Knight Elite Barbarians Heal Spirit Three Musketeers Royal Ghost
The Log
Elite Barbarians Heal Spirit Three Musketeers
Earthquake
Elixir Collector
Arrows
Heal Spirit
Royal Delivery
Knight Elite Barbarians Heal Spirit Three Musketeers Royal Ghost
Fireball
Elite Barbarians Elixir Collector Three Musketeers
Poison
Elixir Collector Three Musketeers
Lightning
Knight Elite Barbarians Elixir Collector Three Musketeers Archer Queen
Rocket
Elite Barbarians Elixir Collector Three Musketeers Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Royal Ghost

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Knight Heal Spirit Elixir Collector Rage Royal Ghost

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.

Heal Spirit 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.

Heal Spirit Rage Knight Royal Ghost Archer Queen Elite Barbarians Elixir Collector Three Musketeers

Shortest cycle

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

9 Heal Spirit Rage Knight Royal Ghost

Attack Synergies 3 8

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.

Knight
Three Musketeers Elite Barbarians Heal Spirit Archer Queen
Elite Barbarians
Heal Spirit Rage Knight Three Musketeers Royal Ghost
Heal Spirit
Elite Barbarians Knight Three Musketeers
Elixir Collector
Three Musketeers
Knight Elite Barbarians Heal Spirit Rage Royal Ghost
Rage
Elite Barbarians Three Musketeers
Royal Ghost
Elite Barbarians Three Musketeers
Archer Queen
Knight

Defense Synergies 1 1

Knight
Archer Queen Three Musketeers
Elite Barbarians
Heal Spirit
Elixir Collector
Three Musketeers
Knight
Rage
Royal Ghost
Archer Queen
Knight

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.

Knight
Elite Barbarians Knight Three Musketeers
Three Musketeers Knight Elite Barbarians
Elite Barbarians Three Musketeers Knight
Elite Barbarians
Royal Ghost
Three Musketeers
Three Musketeers Elite Barbarians Archer Queen
Knight Elite Barbarians Royal Ghost
Knight Royal Ghost
Three Musketeers
Knight Elite Barbarians Three Musketeers
Three Musketeers Royal Ghost
Elite Barbarians Knight Three Musketeers
Elite Barbarians Three Musketeers
Three Musketeers Knight Elite Barbarians
Knight Elite Barbarians Three Musketeers Royal Ghost
Knight Royal Ghost
Elite Barbarians Three Musketeers
Royal Ghost Knight Elite Barbarians
Elite Barbarians Archer Queen

Counters to secondary win conditions

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

Knight Elite Barbarians Royal Ghost
Knight Elite Barbarians Royal Ghost
Knight Elite Barbarians
Knight Elite Barbarians
Knight Elite Barbarians Three Musketeers
Three Musketeers
Knight Elite Barbarians
Knight Elite Barbarians
Knight Elite Barbarians
Three Musketeers
Knight Elite Barbarians
Elite Barbarians Archer Queen
Elite Barbarians Knight Three Musketeers
Three Musketeers
Elite Barbarians Knight Three Musketeers Archer Queen
Elite Barbarians Royal Ghost Archer Queen

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.)

Knight Royal Ghost
Royal Ghost
Knight
Elite Barbarians Three Musketeers
Knight
Archer Queen
Knight Elite Barbarians Three Musketeers
Elite Barbarians
Three Musketeers
Three Musketeers
Three Musketeers
Three Musketeers
Royal Ghost
Elite Barbarians
Elite Barbarians
Three Musketeers Archer Queen
Knight Three Musketeers
Archer Queen
Elite Barbarians Three Musketeers Archer Queen
Elite Barbarians Archer Queen
Archer Queen
Royal Ghost Archer Queen

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