My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Three Musketeers Ice Wizard Magic Archer

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.

Three Musketeers Dark Prince Golem Ice Wizard Magic Archer Lumberjack Lava Hound

Offensive cards

Win conditions

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

Three Musketeers Golem Lava Hound

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.

Dark Prince Lumberjack

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.

Dark Prince Golem Magic Archer Lumberjack Lava Hound

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.

Dark Prince Golem Magic Archer Lumberjack

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
Three Musketeers Dark Prince Lava Hound
Giant Snowball
Three Musketeers Lumberjack Lava Hound
Zap
Three Musketeers Dark Prince Lava Hound
Barbarian Barrel
Three Musketeers Dark Prince Ice Wizard Magic Archer Lumberjack
The Log
Three Musketeers Dark Prince Lumberjack
Earthquake
Arrows
Lava Hound
Royal Delivery
Three Musketeers Dark Prince Ice Wizard Magic Archer Lumberjack Lava Hound
Fireball
Three Musketeers Ice Wizard Magic Archer Lumberjack Lava Hound
Poison
Three Musketeers Ice Wizard Magic Archer Lava Hound
Lightning
Three Musketeers Dark Prince Ice Wizard Magic Archer Lumberjack
Rocket
Three Musketeers Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince Ice Wizard Magic Archer

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.

Rage Dark Prince Golem Ice Wizard

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 Ice Wizard Lava Hound

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.

Rage Ice Wizard Dark Prince Magic Archer Lumberjack Lava Hound Golem Three Musketeers

Shortest cycle

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

13 Rage Ice Wizard Dark Prince Magic Archer

Attack Synergies 0 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.

Three Musketeers
Rage Dark Prince
Rage
Three Musketeers Dark Prince
Dark Prince
Three Musketeers Rage Golem Ice Wizard Magic Archer Lumberjack
Golem
Dark Prince Ice Wizard Magic Archer Lumberjack
Ice Wizard
Dark Prince Golem Lumberjack
Magic Archer
Dark Prince Golem Lumberjack Lava Hound
Lumberjack
Dark Prince Golem Ice Wizard Magic Archer Lava Hound
Lava Hound
Magic Archer Lumberjack

Defense Synergies 0 4

Three Musketeers
Rage
Dark Prince
Ice Wizard Magic Archer
Golem
Ice Wizard
Dark Prince Lumberjack
Magic Archer
Dark Prince Lumberjack
Lumberjack
Ice Wizard Magic Archer
Lava Hound

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.

Magic Archer
Lumberjack Three Musketeers Dark Prince Ice Wizard
Three Musketeers Lumberjack Dark Prince Ice Wizard
Three Musketeers Lumberjack Dark Prince Ice Wizard
Dark Prince Lumberjack
Dark Prince Ice Wizard Magic Archer Lumberjack
Three Musketeers Ice Wizard Magic Archer
Magic Archer
Three Musketeers Ice Wizard Lumberjack
Dark Prince Ice Wizard Lumberjack
Ice Wizard Dark Prince Magic Archer Lumberjack
Three Musketeers Ice Wizard Magic Archer
Lumberjack Three Musketeers Dark Prince Ice Wizard
Three Musketeers Dark Prince Magic Archer Lumberjack
Three Musketeers Lumberjack
Three Musketeers Lumberjack
Three Musketeers Dark Prince Lumberjack
Three Musketeers Dark Prince Ice Wizard Magic Archer Lumberjack
Dark Prince Ice Wizard Magic Archer Lumberjack
Three Musketeers Lumberjack
Dark Prince Lumberjack
Lumberjack

Counters to secondary win conditions

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

Lumberjack Dark Prince
Magic Archer Lumberjack
Lumberjack Dark Prince
Dark Prince Lumberjack
Three Musketeers Dark Prince Lumberjack
Three Musketeers Ice Wizard Magic Archer
Dark Prince Ice Wizard Lumberjack
Dark Prince Lumberjack
Dark Prince Magic Archer
Three Musketeers
Dark Prince Lumberjack
Dark Prince
Dark Prince Three Musketeers Lumberjack
Three Musketeers Magic Archer
Three Musketeers Dark Prince Magic Archer Lumberjack
Dark Prince Ice Wizard Magic Archer
Ice 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.)

Magic Archer
Ice Wizard Magic Archer
Magic Archer
Dark Prince
Dark Prince Magic Archer
Ice Wizard Magic Archer
Magic Archer
Ice Wizard Magic Archer
Three Musketeers Lumberjack
Dark Prince Magic Archer
Magic Archer
Three Musketeers Magic Archer
Magic Archer
Magic Archer
Three Musketeers Magic Archer
Magic Archer Three Musketeers
Three Musketeers
Three Musketeers Dark Prince Magic Archer
Magic Archer
Magic Archer
Dark Prince Ice Wizard Magic Archer
Ice Wizard Magic Archer
Magic Archer
Magic Archer
Ice Wizard Magic Archer
Magic Archer
Magic Archer
Magic Archer
Dark Prince Magic Archer
Three Musketeers Ice Wizard Magic Archer
Three Musketeers Dark Prince Magic Archer Lumberjack
Magic Archer
Three Musketeers Dark Prince
Magic Archer
Magic Archer
Dark Prince Magic Archer

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