My Best Clash Royale Deck

Deck Check Rating

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

2 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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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 Electro Wizard Archer Queen

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 Recruits Musketeer P.E.K.K.A Electro Wizard Mega Knight Archer Queen

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Tornado

Punishments

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

Royal Recruits 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.

Royal Recruits P.E.K.K.A Mega Knight Archer Queen

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado 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 Royal Recruits Tornado P.E.K.K.A Mega Knight

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 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.

Arrows Tornado Musketeer Electro Wizard Archer Queen Royal Recruits P.E.K.K.A Mega Knight

Shortest cycle

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

14 Arrows Tornado Musketeer Electro Wizard

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
P.E.K.K.A Mega Knight
Royal Recruits
Musketeer Electro Wizard
Musketeer
Royal Recruits P.E.K.K.A Mega Knight
Tornado
P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Tornado Electro Wizard Musketeer Archer Queen
Electro Wizard
P.E.K.K.A Royal Recruits Mega Knight
Mega Knight
Arrows Musketeer Tornado Electro Wizard Archer Queen
Archer Queen
P.E.K.K.A Mega Knight

Defense Synergies 2 11

Arrows
Mega Knight Tornado P.E.K.K.A
Royal Recruits
Tornado
Musketeer
Tornado P.E.K.K.A Electro Wizard Mega Knight
Tornado
P.E.K.K.A Arrows Royal Recruits Musketeer Electro Wizard Mega Knight
P.E.K.K.A
Tornado Arrows Musketeer Electro Wizard
Electro Wizard
Musketeer Tornado P.E.K.K.A Mega Knight
Mega Knight
Arrows Musketeer Tornado Electro Wizard
Archer Queen

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.

Royal Recruits Musketeer Electro Wizard
P.E.K.K.A Royal Recruits Musketeer Electro Wizard Mega Knight
Tornado P.E.K.K.A Mega Knight Royal Recruits Musketeer Electro Wizard
Royal Recruits P.E.K.K.A Musketeer Electro Wizard Mega Knight
Arrows Royal Recruits Tornado P.E.K.K.A Mega Knight
Arrows Tornado Musketeer Electro Wizard Mega Knight
Musketeer Tornado Electro Wizard Arrows
Arrows Royal Recruits Musketeer P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A Royal Recruits Musketeer Tornado Archer Queen
Tornado Royal Recruits Musketeer Electro Wizard Mega Knight
Electro Wizard Arrows Royal Recruits Musketeer Tornado Mega Knight
Arrows Musketeer Tornado Electro Wizard
Royal Recruits P.E.K.K.A Mega Knight Musketeer Electro Wizard
Mega Knight Arrows Royal Recruits Tornado P.E.K.K.A Electro Wizard
Royal Recruits P.E.K.K.A Electro Wizard Mega Knight
Tornado Royal Recruits P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Arrows Royal Recruits Musketeer Tornado P.E.K.K.A Electro Wizard
Arrows Mega Knight Royal Recruits Musketeer Tornado Electro Wizard
Arrows Tornado Royal Recruits Musketeer Electro Wizard Mega Knight
P.E.K.K.A Royal Recruits Musketeer Tornado Electro Wizard
Royal Recruits Mega Knight Arrows Musketeer P.E.K.K.A Electro Wizard
P.E.K.K.A Archer Queen

Counters to secondary win conditions

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

Royal Recruits Mega Knight P.E.K.K.A Electro Wizard
Electro Wizard Arrows Musketeer Mega Knight
Royal Recruits P.E.K.K.A Mega Knight Musketeer Electro Wizard
Royal Recruits P.E.K.K.A Mega Knight Musketeer Tornado Electro Wizard
Royal Recruits P.E.K.K.A Musketeer Mega Knight
Arrows Musketeer Tornado Electro Wizard
Royal Recruits P.E.K.K.A Musketeer Electro Wizard
P.E.K.K.A Mega Knight Royal Recruits
Royal Recruits P.E.K.K.A Electro Wizard Mega Knight Tornado
Royal Recruits P.E.K.K.A Musketeer
P.E.K.K.A Mega Knight Royal Recruits Musketeer
Royal Recruits P.E.K.K.A Mega Knight Arrows Tornado Electro Wizard Archer Queen
Royal Recruits P.E.K.K.A Mega Knight
Royal Recruits Musketeer Mega Knight
Royal Recruits Electro Wizard Musketeer Tornado P.E.K.K.A Archer Queen
Arrows Mega Knight Royal Recruits Musketeer P.E.K.K.A Electro Wizard Archer Queen
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 Royal Recruits Musketeer
Arrows Musketeer Tornado Electro Wizard
Arrows
Arrows Royal Recruits Musketeer
Arrows Mega Knight
Arrows Musketeer Tornado
Arrows Musketeer Tornado
Arrows Tornado
Arrows Tornado
Musketeer Tornado Electro Wizard
Arrows Royal Recruits Musketeer Tornado Electro Wizard
Arrows Musketeer Tornado Archer Queen
Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Royal Recruits Musketeer Mega Knight
Arrows Tornado
Arrows Musketeer Electro Wizard Mega Knight
Arrows Tornado Mega Knight
Musketeer Mega Knight
Arrows Tornado
Musketeer Tornado
Arrows Royal Recruits Musketeer
Arrows Tornado Mega Knight
Arrows Musketeer Tornado Electro Wizard
Arrows Musketeer Tornado Mega Knight
Arrows Musketeer Tornado
Arrows Musketeer Tornado Electro Wizard
Electro Wizard Musketeer
Arrows Musketeer Mega Knight
Arrows Electro Wizard
P.E.K.K.A Mega Knight
Arrows
Electro Wizard Royal Recruits Musketeer
Arrows Musketeer Tornado Electro Wizard Archer Queen
Arrows
Musketeer Electro Wizard Mega Knight
Arrows Musketeer
Arrows Tornado Archer Queen
Royal Recruits Musketeer P.E.K.K.A Mega Knight Archer Queen
Royal Recruits Musketeer Tornado Electro Wizard Archer Queen
Musketeer Tornado Electro Wizard Archer Queen
Royal Recruits Musketeer Tornado Electro Wizard Mega Knight Archer Queen
P.E.K.K.A
Mega Knight

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