My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Minion Horde Three Musketeers

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.

Firecracker Battle Ram Three Musketeers Electro Giant Golden Knight

Offensive cards

Win conditions

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

Battle Ram Three Musketeers Electro 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.

Elite Barbarians Battle Ram Electro Giant Golden Knight

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 Elite Barbarians Battle Ram 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.

Firecracker Elite Barbarians Golden Knight

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
Minion Horde Elite Barbarians Battle Ram Three Musketeers
Giant Snowball
Minion Horde Battle Ram Three Musketeers
Zap
Firecracker Minion Horde Battle Ram Three Musketeers
Barbarian Barrel
Firecracker Elite Barbarians Battle Ram Three Musketeers
The Log
Firecracker Elite Barbarians Battle Ram Three Musketeers
Earthquake
Firecracker
Arrows
Firecracker Minion Horde
Royal Delivery
Firecracker Minion Horde Elite Barbarians Battle Ram Three Musketeers
Fireball
Firecracker Minion Horde Elite Barbarians Battle Ram Three Musketeers
Poison
Firecracker Minion Horde Three Musketeers
Lightning
Elite Barbarians Battle Ram Three Musketeers
Rocket
Minion Horde Elite Barbarians Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

Battle Ram 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.

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.

Minion Horde 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.

Mirror Firecracker Battle Ram Golden Knight Minion Horde Elite Barbarians Electro Giant Three Musketeers

Shortest cycle

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

11 Mirror Firecracker Battle Ram Golden Knight

Attack Synergies 2 14

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.

Firecracker
Elite Barbarians Battle Ram Three Musketeers Mirror
Minion Horde
Battle Ram Mirror
Elite Barbarians
Firecracker Battle Ram Three Musketeers Golden Knight
Battle Ram
Firecracker Minion Horde Elite Barbarians Three Musketeers Mirror Golden Knight
Three Musketeers
Firecracker Elite Barbarians Battle Ram Mirror Golden Knight
Mirror
Electro Giant Firecracker Minion Horde Battle Ram Three Musketeers
Electro Giant
Mirror Golden Knight
Golden Knight
Electro Giant Elite Barbarians Battle Ram Three Musketeers

Defense Synergies 1 4

Firecracker
Mirror Golden Knight
Minion Horde
Mirror
Elite Barbarians
Golden Knight
Battle Ram
Three Musketeers
Mirror
Minion Horde Firecracker
Electro Giant
Golden Knight
Golden Knight
Firecracker Elite Barbarians Electro Giant

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.

Firecracker Minion Horde Golden Knight
Minion Horde Elite Barbarians Firecracker Three Musketeers
Minion Horde Three Musketeers Elite Barbarians
Minion Horde Elite Barbarians Three Musketeers Firecracker
Firecracker Elite Barbarians
Firecracker
Minion Horde Three Musketeers Firecracker
Electro Giant Golden Knight
Minion Horde Three Musketeers Elite Barbarians
Elite Barbarians Firecracker Minion Horde
Minion Horde Firecracker Electro Giant
Minion Horde Three Musketeers Firecracker
Minion Horde Elite Barbarians Three Musketeers
Three Musketeers Firecracker Minion Horde Golden Knight
Elite Barbarians Minion Horde Three Musketeers
Minion Horde Elite Barbarians Three Musketeers Electro Giant
Minion Horde Three Musketeers Firecracker Elite Barbarians
Firecracker Minion Horde Elite Barbarians Three Musketeers Golden Knight
Firecracker
Elite Barbarians Three Musketeers
Firecracker Minion Horde Elite Barbarians Electro Giant
Elite Barbarians

Counters to secondary win conditions

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

Elite Barbarians Electro Giant
Firecracker Elite Barbarians
Minion Horde Elite Barbarians Golden Knight
Minion Horde Elite Barbarians
Minion Horde Elite Barbarians Three Musketeers
Firecracker Electro Giant Minion Horde Three Musketeers
Minion Horde Elite Barbarians
Minion Horde Elite Barbarians
Minion Horde Firecracker Elite Barbarians
Minion Horde Three Musketeers
Minion Horde Elite Barbarians Golden Knight
Elite Barbarians Electro Giant
Elite Barbarians Minion Horde Three Musketeers Golden Knight
Firecracker Minion Horde Three Musketeers Electro Giant
Elite Barbarians Electro Giant Firecracker Minion Horde Three Musketeers Golden Knight
Firecracker Minion Horde Elite Barbarians Electro Giant Golden Knight

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.)

Firecracker Minion Horde Golden Knight
Firecracker Golden Knight
Minion Horde
Firecracker
Firecracker Minion Horde
Firecracker Electro Giant Minion Horde
Firecracker Minion Horde
Firecracker
Firecracker Golden Knight
Minion Horde Elite Barbarians Three Musketeers
Firecracker Minion Horde Golden Knight
Firecracker
Firecracker Elite Barbarians Three Musketeers Golden Knight
Firecracker Minion Horde
Firecracker Elite Barbarians
Firecracker Minion Horde Three Musketeers Golden Knight
Firecracker Minion Horde Three Musketeers
Three Musketeers
Minion Horde
Firecracker Three Musketeers
Firecracker Electro Giant Golden Knight
Minion Horde
Minion Horde
Firecracker Electro Giant
Minion Horde
Firecracker Golden Knight
Golden Knight
Firecracker Golden Knight
Elite Barbarians Firecracker Minion Horde Electro Giant
Firecracker Minion Horde Electro Giant
Minion Horde Elite Barbarians
Minion Horde
Firecracker Minion Horde
Minion Horde
Firecracker
Minion Horde
Firecracker Three Musketeers
Firecracker Minion Horde Three Musketeers
Firecracker
Electro Giant
Firecracker Minion Horde Elite Barbarians Three Musketeers
Electro Giant Firecracker Minion Horde Elite Barbarians Golden Knight
Firecracker
Firecracker Electro Giant Golden Knight
Firecracker

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