My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
RIP

1 problems 5 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!
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 Three Musketeers Electro Wizard 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.

Firecracker Battle Ram Three Musketeers Giant Skeleton Golem Electro Wizard Little Prince

Offensive cards

Win conditions

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

Battle Ram Three Musketeers Golem

Damage spells

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

Goblin Curse

Punishments

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

Battle Ram

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.

Battle Ram Giant Skeleton Golem

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 Giant Skeleton Golem Electro Wizard

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
Battle Ram Three Musketeers Goblin Curse Giant Skeleton
Giant Snowball
Battle Ram Three Musketeers Goblin Curse Little Prince
Zap
Firecracker Battle Ram Three Musketeers Goblin Curse Little Prince
Barbarian Barrel
Firecracker Battle Ram Three Musketeers Goblin Curse Giant Skeleton Electro Wizard Little Prince
The Log
Firecracker Battle Ram Three Musketeers Goblin Curse Giant Skeleton Little Prince
Earthquake
Firecracker
Arrows
Firecracker Goblin Curse Little Prince
Royal Delivery
Firecracker Battle Ram Three Musketeers Giant Skeleton Electro Wizard Little Prince
Fireball
Firecracker Battle Ram Three Musketeers Electro Wizard Little Prince
Poison
Firecracker Three Musketeers Goblin Curse Electro Wizard Little Prince
Lightning
Battle Ram Three Musketeers Electro Wizard Little Prince
Rocket
Three Musketeers Little Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker

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 Goblin Curse Giant Skeleton Golem

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.

Three Musketeers Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Curse Firecracker Little Prince Battle Ram Electro Wizard Giant Skeleton Golem Three Musketeers

Shortest cycle

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

12 Goblin Curse Firecracker Little Prince Battle Ram

Attack Synergies 0 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.

Firecracker
Battle Ram Three Musketeers Giant Skeleton Golem
Battle Ram
Firecracker Three Musketeers Electro Wizard
Three Musketeers
Firecracker Battle Ram
Goblin Curse
Giant Skeleton
Firecracker Electro Wizard
Golem
Firecracker Electro Wizard
Electro Wizard
Battle Ram Giant Skeleton Golem
Little Prince

Defense Synergies 0 5

Firecracker
Giant Skeleton Electro Wizard
Battle Ram
Three Musketeers
Goblin Curse
Giant Skeleton
Firecracker Electro Wizard Little Prince
Golem
Electro Wizard
Firecracker Giant Skeleton Little Prince
Little Prince
Giant Skeleton Electro 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.

Firecracker Electro Wizard
Firecracker Three Musketeers Goblin Curse Electro Wizard
Three Musketeers Goblin Curse Giant Skeleton Electro Wizard
Three Musketeers Firecracker Goblin Curse Electro Wizard
Firecracker Giant Skeleton
Firecracker Electro Wizard
Three Musketeers Electro Wizard Firecracker Goblin Curse Little Prince
Giant Skeleton Electro Wizard
Three Musketeers Goblin Curse
Firecracker Giant Skeleton Electro Wizard Little Prince
Goblin Curse Electro Wizard Firecracker Giant Skeleton
Three Musketeers Firecracker Goblin Curse Electro Wizard
Three Musketeers Goblin Curse Giant Skeleton Electro Wizard
Three Musketeers Firecracker Goblin Curse Electro Wizard
Three Musketeers Goblin Curse Electro Wizard
Three Musketeers Goblin Curse Electro Wizard
Three Musketeers Firecracker Electro Wizard
Firecracker Three Musketeers Electro Wizard Little Prince
Firecracker Goblin Curse Giant Skeleton Electro Wizard Little Prince
Three Musketeers Goblin Curse Electro Wizard
Firecracker Goblin Curse Giant Skeleton Electro Wizard Little Prince

Counters to secondary win conditions

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

Giant Skeleton Electro Wizard
Electro Wizard Firecracker
Giant Skeleton Electro Wizard
Giant Skeleton Electro Wizard
Giant Skeleton Three Musketeers Goblin Curse
Firecracker Three Musketeers Goblin Curse Electro Wizard
Giant Skeleton Electro Wizard
Giant Skeleton Goblin Curse
Giant Skeleton Electro Wizard Firecracker
Three Musketeers Goblin Curse
Giant Skeleton
Giant Skeleton Electro Wizard
Giant Skeleton Three Musketeers Goblin Curse
Firecracker Three Musketeers Goblin Curse
Electro Wizard Firecracker Three Musketeers Giant Skeleton Little Prince
Firecracker Goblin Curse Giant Skeleton Electro Wizard
Electro Wizard

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 Giant Skeleton
Firecracker Goblin Curse Electro Wizard
Giant Skeleton
Firecracker Giant Skeleton
Firecracker Goblin Curse
Firecracker Goblin Curse
Firecracker
Firecracker Goblin Curse
Firecracker
Three Musketeers Electro Wizard
Firecracker Electro Wizard
Firecracker Goblin Curse
Firecracker Three Musketeers
Firecracker
Firecracker
Firecracker Three Musketeers
Firecracker Three Musketeers
Three Musketeers
Firecracker Three Musketeers Electro Wizard
Firecracker Goblin Curse Little Prince
Giant Skeleton
Firecracker Goblin Curse Little Prince
Firecracker Electro Wizard
Firecracker Goblin Curse
Firecracker Goblin Curse Electro Wizard Little Prince
Electro Wizard Firecracker
Firecracker Electro Wizard
Giant Skeleton
Firecracker Goblin Curse
Electro Wizard
Firecracker Three Musketeers Goblin Curse Electro Wizard
Firecracker Three Musketeers Electro Wizard
Firecracker
Giant Skeleton
Firecracker Three Musketeers
Firecracker Giant Skeleton Electro Wizard
Firecracker Electro Wizard
Firecracker Giant Skeleton Electro Wizard Little Prince
Firecracker

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