My Best Clash Royale Deck

Deck Check Rating

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

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.

Musketeer Executioner Electro 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.

Royal Giant Musketeer Executioner P.E.K.K.A Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows

Punishments

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

Royal Giant Mega 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.

Barbarians Royal Giant P.E.K.K.A Mega Knight

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.

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
Royal Giant
Giant Snowball
Barbarians Musketeer
Zap
Royal Giant
Barbarian Barrel
Barbarians Musketeer Executioner Electro Wizard
The Log
Barbarians Royal Giant Musketeer
Earthquake
Barbarians
Arrows
Royal Delivery
Barbarians Musketeer Executioner P.E.K.K.A Electro Wizard
Fireball
Barbarians Musketeer Executioner Electro Wizard
Poison
Barbarians Musketeer Executioner Electro Wizard
Lightning
Musketeer Executioner Electro Wizard
Rocket
Barbarians Musketeer Executioner

Against air swarms

Spells and units that can counter air swarms.

Arrows Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Executioner Mega Knight

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 Executioner P.E.K.K.A Mega Knight

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

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.

Barbarians Musketeer 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Musketeer Electro Wizard Barbarians Executioner Royal Giant P.E.K.K.A Mega Knight

Shortest cycle

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

16 Arrows Musketeer Electro Wizard Barbarians

Attack Synergies 3 9

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 P.E.K.K.A Mega Knight
Barbarians
Royal Giant
Arrows Musketeer Executioner Electro Wizard
Musketeer
Royal Giant P.E.K.K.A Mega Knight
Executioner
Royal Giant P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Electro Wizard Musketeer Executioner
Electro Wizard
P.E.K.K.A Royal Giant Mega Knight
Mega Knight
Arrows Musketeer Executioner Electro Wizard

Defense Synergies 1 8

Arrows
Mega Knight Barbarians P.E.K.K.A
Barbarians
Arrows
Royal Giant
Musketeer
P.E.K.K.A Electro Wizard Mega Knight
Executioner
Mega Knight
P.E.K.K.A
Arrows Musketeer Electro Wizard
Electro Wizard
Musketeer P.E.K.K.A Mega Knight
Mega Knight
Arrows Musketeer Executioner 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.

Musketeer Executioner Electro Wizard
Barbarians P.E.K.K.A Musketeer Executioner Electro Wizard Mega Knight
Barbarians P.E.K.K.A Mega Knight Musketeer Executioner Electro Wizard
Barbarians P.E.K.K.A Musketeer Electro Wizard Mega Knight
Arrows Barbarians P.E.K.K.A Mega Knight
Arrows Musketeer Executioner Electro Wizard Mega Knight
Musketeer Electro Wizard Arrows Executioner
Arrows Barbarians Musketeer P.E.K.K.A Electro Wizard Mega Knight
Barbarians P.E.K.K.A Musketeer
Barbarians Musketeer Electro Wizard Mega Knight
Barbarians Executioner Electro Wizard Arrows Musketeer Mega Knight
Arrows Musketeer Executioner Electro Wizard
Barbarians P.E.K.K.A Mega Knight Musketeer Electro Wizard
Executioner Mega Knight Arrows Barbarians P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Electro Wizard Mega Knight
Barbarians P.E.K.K.A Electro Wizard Mega Knight
Barbarians Mega Knight Arrows Musketeer Executioner P.E.K.K.A Electro Wizard
Arrows Mega Knight Barbarians Musketeer Executioner Electro Wizard
Arrows Executioner Barbarians Musketeer Electro Wizard Mega Knight
Barbarians P.E.K.K.A Musketeer Electro Wizard
Mega Knight Arrows Barbarians Musketeer Executioner P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Barbarians Mega Knight P.E.K.K.A Electro Wizard
Electro Wizard Arrows Musketeer Executioner Mega Knight
Barbarians P.E.K.K.A Mega Knight Musketeer Electro Wizard
P.E.K.K.A Mega Knight Barbarians Musketeer Electro Wizard
Barbarians P.E.K.K.A Musketeer Executioner Mega Knight
Arrows Executioner Musketeer Electro Wizard
P.E.K.K.A Barbarians Musketeer Electro Wizard
P.E.K.K.A Mega Knight Barbarians
P.E.K.K.A Electro Wizard Mega Knight Barbarians
P.E.K.K.A Barbarians Musketeer
P.E.K.K.A Mega Knight Barbarians Musketeer
P.E.K.K.A Mega Knight Arrows Barbarians Electro Wizard
Barbarians P.E.K.K.A Mega Knight Executioner
Barbarians Musketeer Executioner Mega Knight
Barbarians Electro Wizard Musketeer Executioner P.E.K.K.A
Arrows Executioner Mega Knight Barbarians Musketeer P.E.K.K.A Electro Wizard
Arrows 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.)

Arrows Musketeer
Arrows Musketeer Executioner Electro Wizard
Arrows
Arrows Barbarians Musketeer
Executioner Arrows Mega Knight
Arrows Executioner Musketeer
Arrows Musketeer Executioner
Arrows Executioner
Arrows
Musketeer Electro Wizard
Arrows Musketeer Electro Wizard
Arrows Musketeer Executioner
Musketeer Executioner
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer Executioner
Arrows Musketeer Executioner Mega Knight
Arrows
Arrows Musketeer Executioner Electro Wizard Mega Knight
Arrows Mega Knight
Musketeer Mega Knight
Arrows
Musketeer
Arrows Barbarians Musketeer
Arrows Executioner Mega Knight
Arrows Musketeer Executioner Electro Wizard
Arrows Musketeer Mega Knight
Arrows Musketeer
Arrows Musketeer Executioner Electro Wizard
Electro Wizard Musketeer
Arrows Musketeer Mega Knight
Arrows Electro Wizard
P.E.K.K.A Mega Knight
Arrows
Electro Wizard Barbarians Musketeer
Arrows Musketeer Executioner Electro Wizard
Arrows
Musketeer Executioner Electro Wizard Mega Knight
Arrows Musketeer Executioner
Arrows
Musketeer Executioner P.E.K.K.A Mega Knight
Musketeer Electro Wizard
Musketeer Executioner Electro Wizard
Musketeer Executioner Electro Wizard Mega Knight
P.E.K.K.A
Mega Knight

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