My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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.

Musketeer Executioner Mother Witch

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 Rune Giant Executioner Fisherman Mother Witch

Offensive cards

Win conditions

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

Royal Giant Rune 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

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.

Royal Giant Rune Giant

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 Guards Fisherman
Giant Snowball
Musketeer Guards Fisherman
Zap
Royal Giant Guards Fisherman
Barbarian Barrel
Musketeer Guards Executioner
The Log
Royal Giant Musketeer Guards Fisherman
Earthquake
Guards
Arrows
Guards
Royal Delivery
Musketeer Guards Executioner Fisherman Mother Witch
Fireball
Musketeer Executioner Fisherman Mother Witch
Poison
Musketeer Guards Executioner Fisherman Mother Witch
Lightning
Musketeer Executioner Fisherman Mother Witch
Rocket
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

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 Guards Rune Giant Executioner Mother Witch

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.

Musketeer

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Guards Fisherman Musketeer Rune Giant Mother Witch Executioner Royal Giant

Shortest cycle

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

13 Arrows Guards Fisherman Musketeer

Attack Synergies 3 6

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 Mother Witch
Royal Giant
Arrows Fisherman Mother Witch Musketeer Guards Executioner
Musketeer
Royal Giant Rune Giant Fisherman
Guards
Royal Giant
Rune Giant
Musketeer
Executioner
Royal Giant
Fisherman
Royal Giant Musketeer
Mother Witch
Royal Giant Arrows

Defense Synergies 2 5

Arrows
Mother Witch
Royal Giant
Musketeer
Guards Fisherman
Guards
Musketeer Fisherman Executioner Mother Witch
Rune Giant
Executioner
Guards
Fisherman
Guards Musketeer Mother Witch
Mother Witch
Arrows Guards Fisherman

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
Musketeer Executioner Fisherman
Fisherman Musketeer Executioner
Musketeer Guards Fisherman
Arrows
Arrows Musketeer Guards Executioner Mother Witch
Musketeer Arrows Executioner
Arrows Musketeer
Musketeer Fisherman
Guards Musketeer Fisherman
Guards Executioner Mother Witch Arrows Musketeer Fisherman
Arrows Musketeer Executioner
Musketeer Guards
Executioner Arrows Guards
Fisherman
Arrows Musketeer Executioner Fisherman
Arrows Musketeer Guards Executioner Fisherman
Arrows Executioner Musketeer Guards Fisherman Mother Witch
Musketeer Fisherman
Arrows Musketeer Guards Executioner Fisherman Mother Witch
Guards Fisherman

Counters to secondary win conditions

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

Guards Fisherman
Arrows Musketeer Executioner Fisherman
Guards Musketeer Fisherman
Guards Musketeer Fisherman
Musketeer Guards Executioner Fisherman
Arrows Executioner Mother Witch Musketeer
Guards Musketeer
Fisherman
Musketeer Guards
Musketeer Guards
Arrows Guards
Guards Executioner
Musketeer Executioner
Guards Musketeer Executioner Fisherman
Arrows Executioner Musketeer Mother Witch
Arrows

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 Guards
Arrows Musketeer Executioner Fisherman
Arrows
Arrows Musketeer Guards
Executioner Arrows
Arrows Executioner Mother Witch Musketeer
Arrows Musketeer Executioner
Arrows Executioner
Arrows Fisherman
Musketeer Guards Fisherman
Arrows Musketeer Fisherman
Arrows Musketeer Executioner
Musketeer Executioner Fisherman
Arrows Musketeer Fisherman
Arrows Musketeer Fisherman
Arrows Musketeer Executioner
Arrows Musketeer Executioner
Arrows
Fisherman
Arrows Musketeer Executioner Fisherman
Arrows Mother Witch
Musketeer
Arrows
Musketeer Fisherman
Arrows Musketeer
Arrows Mother Witch Executioner
Fisherman
Arrows Musketeer Executioner Fisherman
Arrows Musketeer Fisherman
Arrows Musketeer Fisherman
Arrows Musketeer Executioner Mother Witch
Musketeer Guards
Arrows Musketeer
Arrows
Arrows
Musketeer Guards
Arrows Musketeer Executioner
Arrows
Musketeer Executioner
Arrows Musketeer Executioner
Arrows
Musketeer Executioner
Musketeer Guards
Musketeer Executioner
Musketeer Executioner
Fisherman

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