My Best Clash Royale Deck

Deck Check Rating

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

2 problems 7 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!
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 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!
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 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!
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.

Archers Minion Horde 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.

Archers Musketeer Battle Ram Giant Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram Giant

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.

Mini P.E.K.K.A Battle Ram 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.

Minion Horde Mini P.E.K.K.A Battle Ram Giant P.E.K.K.A

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.

Mini 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
Archers Minion Horde Battle Ram Giant
Giant Snowball
Archers Minion Horde Musketeer Battle Ram
Zap
Archers Minion Horde Battle Ram
Barbarian Barrel
Archers Musketeer Battle Ram Wizard
The Log
Archers Mini P.E.K.K.A Musketeer Battle Ram
Earthquake
Archers
Arrows
Archers Minion Horde
Royal Delivery
Archers Minion Horde Mini P.E.K.K.A Musketeer Battle Ram Wizard P.E.K.K.A
Fireball
Archers Minion Horde Musketeer Battle Ram Wizard
Poison
Archers Minion Horde Musketeer Wizard
Lightning
Mini P.E.K.K.A Musketeer Battle Ram Wizard
Rocket
Minion Horde Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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.

Mini P.E.K.K.A Battle Ram 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.

Minion Horde 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Mini P.E.K.K.A Musketeer Battle Ram Minion Horde Giant Wizard P.E.K.K.A

Shortest cycle

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

15 Archers Mini P.E.K.K.A Musketeer Battle Ram

Attack Synergies 2 13

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.

Archers
Mini P.E.K.K.A Battle Ram Giant P.E.K.K.A
Minion Horde
Battle Ram Giant
Mini P.E.K.K.A
Giant Archers Musketeer Wizard
Musketeer
Giant Mini P.E.K.K.A Battle Ram P.E.K.K.A
Battle Ram
Archers Minion Horde Musketeer P.E.K.K.A
Giant
Mini P.E.K.K.A Musketeer Archers Minion Horde Wizard
Wizard
Mini P.E.K.K.A Giant P.E.K.K.A
P.E.K.K.A
Archers Musketeer Battle Ram Wizard

Defense Synergies 0 6

Archers
Mini P.E.K.K.A P.E.K.K.A
Minion Horde
Mini P.E.K.K.A
Archers Musketeer Wizard
Musketeer
Mini P.E.K.K.A P.E.K.K.A
Battle Ram
Giant
Wizard
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A
Archers 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.

Minion Horde Musketeer Wizard
Minion Horde Mini P.E.K.K.A P.E.K.K.A Musketeer
Minion Horde Mini P.E.K.K.A P.E.K.K.A Archers Musketeer
Minion Horde Mini P.E.K.K.A P.E.K.K.A Musketeer
Mini P.E.K.K.A P.E.K.K.A
Archers Musketeer
Minion Horde Musketeer Archers Wizard
Musketeer P.E.K.K.A
Minion Horde Mini P.E.K.K.A P.E.K.K.A Musketeer
Archers Minion Horde Mini P.E.K.K.A Musketeer
Archers Minion Horde Musketeer Wizard
Minion Horde Musketeer Archers Wizard
Minion Horde Mini P.E.K.K.A P.E.K.K.A Musketeer Wizard
Wizard Minion Horde Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Minion Horde
Minion Horde Mini P.E.K.K.A P.E.K.K.A
Minion Horde Wizard Mini P.E.K.K.A Musketeer P.E.K.K.A
Archers Minion Horde Musketeer Wizard
Wizard Archers Musketeer
Mini P.E.K.K.A P.E.K.K.A Musketeer
Wizard Archers Minion Horde Mini P.E.K.K.A Musketeer P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Archers P.E.K.K.A
Archers Mini P.E.K.K.A Musketeer Wizard
P.E.K.K.A Minion Horde Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A P.E.K.K.A Minion Horde Musketeer
P.E.K.K.A Minion Horde Mini P.E.K.K.A Musketeer
Wizard Archers Minion Horde Musketeer
Mini P.E.K.K.A P.E.K.K.A Archers Minion Horde Musketeer
Mini P.E.K.K.A P.E.K.K.A Minion Horde
Minion Horde P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A Minion Horde Musketeer
P.E.K.K.A Minion Horde Mini P.E.K.K.A Musketeer
P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Minion Horde Wizard
Wizard Archers Minion Horde Musketeer
Archers Minion Horde Mini P.E.K.K.A Musketeer P.E.K.K.A
Archers Minion Horde Mini P.E.K.K.A 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.)

Minion Horde Musketeer
Musketeer
Minion Horde
Musketeer
Wizard Minion Horde
Wizard Minion Horde Musketeer
Archers Minion Horde Musketeer Wizard
Wizard
Wizard
Minion Horde Mini P.E.K.K.A Musketeer
Minion Horde Musketeer Wizard
Archers Musketeer Wizard
Musketeer
Minion Horde Musketeer
Musketeer
Minion Horde Musketeer Wizard
Minion Horde Musketeer Wizard
Minion Horde Mini P.E.K.K.A
Archers Mini P.E.K.K.A Musketeer Wizard
Wizard
Minion Horde Musketeer
Wizard
Musketeer
Minion Horde Musketeer
Wizard
Minion Horde
Musketeer Wizard
Musketeer Wizard
Musketeer
Archers Minion Horde Musketeer Wizard
Minion Horde Musketeer Wizard
Minion Horde Mini P.E.K.K.A
Minion Horde Musketeer Wizard
Minion Horde
P.E.K.K.A Minion Horde
Wizard
Minion Horde Archers Musketeer
Archers Musketeer Wizard
Minion Horde Mini P.E.K.K.A Musketeer Wizard
Musketeer Wizard
Minion Horde Musketeer P.E.K.K.A
Minion Horde Musketeer
Musketeer
Musketeer
P.E.K.K.A
Wizard

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