My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 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 quite high.

If you only have expensive units, it will be harder to react to opponent's plays. It is good to have some cheap units.

You can replace some of your high-cost cards. Such as these:

By some 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.

Three Musketeers Baby Dragon

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 Giant Three Musketeers Baby Dragon Prince P.E.K.K.A

Offensive cards

Win conditions

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

Royal Giant Three Musketeers

Damage spells

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

Arrows Fireball

Punishments

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

Royal Giant Prince

Pump responses

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

Fireball

Dropped at the bridge

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

Royal Giant Baby Dragon Prince 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 Giant Three Musketeers Guards Prince
Giant Snowball
Three Musketeers Guards Baby Dragon
Zap
Royal Giant Three Musketeers Guards Prince
Barbarian Barrel
Three Musketeers Guards
The Log
Royal Giant Three Musketeers Guards Prince
Earthquake
Guards
Arrows
Guards
Royal Delivery
Three Musketeers Guards Baby Dragon Prince P.E.K.K.A
Fireball
Three Musketeers Baby Dragon
Poison
Three Musketeers Guards
Lightning
Three Musketeers Baby Dragon Prince
Rocket
Three Musketeers Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Baby Dragon

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.

Arrows Guards Baby Dragon Prince P.E.K.K.A

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 Fireball

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.

Fireball 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.

Arrows Guards Fireball Baby Dragon Prince Royal Giant P.E.K.K.A Three Musketeers

Shortest cycle

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

14 Arrows Guards Fireball Baby Dragon

Attack Synergies 4 7

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.

Arrows
Royal Giant Fireball P.E.K.K.A Prince
Royal Giant
Arrows Fireball Guards Baby Dragon
Fireball
Arrows Royal Giant Baby Dragon
Three Musketeers
Guards
Guards
Royal Giant Three Musketeers
Baby Dragon
Royal Giant Fireball Prince P.E.K.K.A
Prince
Arrows Baby Dragon
P.E.K.K.A
Arrows Baby Dragon

Defense Synergies 0 7

Arrows
Fireball Prince P.E.K.K.A
Royal Giant
Fireball
Arrows
Three Musketeers
Guards
Baby Dragon Prince
Baby Dragon
Guards Prince P.E.K.K.A
Prince
Arrows Guards Baby Dragon
P.E.K.K.A
Arrows Baby Dragon

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.

Fireball Baby Dragon
P.E.K.K.A Three Musketeers Prince
Three Musketeers Prince P.E.K.K.A
Three Musketeers Prince P.E.K.K.A Guards
Arrows Fireball Prince P.E.K.K.A
Arrows Fireball Guards Baby Dragon
Three Musketeers Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon P.E.K.K.A
Three Musketeers P.E.K.K.A Prince
Guards Prince
Guards Arrows Fireball Baby Dragon
Arrows Three Musketeers Fireball Baby Dragon
Prince P.E.K.K.A Fireball Three Musketeers Guards
Fireball Three Musketeers Arrows Guards Baby Dragon Prince P.E.K.K.A
P.E.K.K.A Three Musketeers Prince
Fireball Three Musketeers Prince P.E.K.K.A
Three Musketeers Arrows Fireball Prince P.E.K.K.A
Arrows Fireball Three Musketeers Guards Baby Dragon Prince
Arrows Baby Dragon Fireball Guards
P.E.K.K.A Three Musketeers Prince
Arrows Fireball Guards Baby Dragon Prince P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Guards Fireball Prince P.E.K.K.A
Fireball Arrows Baby Dragon Prince
Guards P.E.K.K.A Prince
Guards Prince P.E.K.K.A Fireball
P.E.K.K.A Three Musketeers Guards Prince
Arrows Fireball Three Musketeers Baby Dragon
Guards Prince P.E.K.K.A Fireball
P.E.K.K.A Prince
P.E.K.K.A Fireball Baby Dragon Prince
P.E.K.K.A Three Musketeers Guards
P.E.K.K.A Guards Prince
P.E.K.K.A Arrows Fireball Guards Prince
Prince P.E.K.K.A Fireball Three Musketeers Guards
Fireball Three Musketeers Baby Dragon
Guards Fireball Three Musketeers Baby Dragon Prince P.E.K.K.A
Arrows Fireball Baby Dragon P.E.K.K.A
Arrows Fireball

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.)

Fireball Arrows Guards Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Guards Prince
Fireball Arrows Baby Dragon
Arrows Fireball Baby Dragon
Arrows Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball
Fireball Three Musketeers Guards Prince
Arrows Fireball Prince
Fireball Arrows Baby Dragon
Fireball Three Musketeers Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon Prince
Arrows Fireball Three Musketeers Baby Dragon
Arrows Fireball Three Musketeers Baby Dragon
Arrows Fireball Three Musketeers
Arrows Fireball Three Musketeers Baby Dragon Prince
Arrows Fireball Baby Dragon
Fireball Baby Dragon Prince
Arrows Fireball
Prince
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Fireball Arrows Baby Dragon Prince
Fireball Arrows Baby Dragon
Arrows Fireball Baby Dragon
Fireball Guards
Fireball
Arrows Fireball
Arrows Fireball
P.E.K.K.A Prince
Arrows Fireball
Fireball Guards Prince
Fireball Arrows Three Musketeers Baby Dragon
Arrows Fireball
Fireball Three Musketeers Baby Dragon Prince
Arrows Fireball Baby Dragon
Arrows Fireball
Three Musketeers Prince P.E.K.K.A
Fireball Guards Baby Dragon
Fireball
Fireball Baby Dragon Prince
Prince P.E.K.K.A
Fireball

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