My Best Clash Royale Deck

Deck Check Rating

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

4 problems 7 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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

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 Royal Recruits Three Musketeers Mega Knight Lava Hound Golden Knight

Offensive cards

Win conditions

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

Royal Giant Royal Hogs Three Musketeers Lava Hound

Damage spells

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

Missing

Punishments

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

Royal Giant Royal Recruits Royal Hogs Mega Knight Golden 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 Royal Recruits Royal Hogs Mega Knight 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.

Royal Hogs Golden Knight

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 Royal Recruits Royal Hogs Three Musketeers Lava Hound
Giant Snowball
Barbarians Royal Recruits Royal Hogs Three Musketeers Lava Hound
Zap
Royal Giant Royal Hogs Three Musketeers Lava Hound
Barbarian Barrel
Barbarians Royal Recruits Royal Hogs Three Musketeers
The Log
Barbarians Royal Giant Royal Recruits Royal Hogs Three Musketeers
Earthquake
Barbarians Royal Hogs
Arrows
Royal Recruits Royal Hogs Lava Hound
Royal Delivery
Barbarians Royal Recruits Royal Hogs Three Musketeers Lava Hound
Fireball
Barbarians Royal Hogs Three Musketeers Lava Hound
Poison
Barbarians Royal Recruits Royal Hogs Three Musketeers Lava Hound
Lightning
Three Musketeers
Rocket
Barbarians Royal Hogs Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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.

Royal Recruits 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 Three Musketeers 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Golden Knight Barbarians Royal Hogs Royal Giant Royal Recruits Mega Knight Lava Hound Three Musketeers

Shortest cycle

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

20 Golden Knight Barbarians Royal Hogs Royal Giant

Attack Synergies 0 4

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.

Barbarians
Royal Giant
Royal Recruits
Royal Hogs
Royal Hogs
Royal Recruits Three Musketeers Mega Knight
Three Musketeers
Royal Hogs Golden Knight
Mega Knight
Royal Hogs
Lava Hound
Golden Knight
Three Musketeers

Defense Synergies 0 0

Barbarians
Royal Giant
Royal Recruits
Royal Hogs
Three Musketeers
Mega Knight
Lava Hound
Golden Knight

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 Golden Knight
Barbarians Royal Recruits Three Musketeers Mega Knight
Barbarians Three Musketeers Mega Knight Royal Recruits
Barbarians Royal Recruits Three Musketeers Mega Knight
Barbarians Royal Recruits Mega Knight
Mega Knight
Three Musketeers
Barbarians Royal Recruits Mega Knight Golden Knight
Barbarians Three Musketeers Royal Recruits
Barbarians Royal Recruits Mega Knight
Barbarians Royal Recruits Mega Knight
Three Musketeers
Barbarians Royal Recruits Mega Knight Three Musketeers
Three Musketeers Mega Knight Barbarians Royal Recruits Golden Knight
Barbarians Royal Recruits Three Musketeers Mega Knight
Barbarians Royal Recruits Three Musketeers Mega Knight
Barbarians Three Musketeers Mega Knight Royal Recruits
Mega Knight Barbarians Royal Recruits Three Musketeers Golden Knight
Barbarians Royal Recruits Mega Knight
Barbarians Royal Recruits Three Musketeers
Royal Recruits Mega Knight Barbarians

Counters to secondary win conditions

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

Barbarians Royal Recruits Mega Knight
Mega Knight
Barbarians Royal Recruits Mega Knight Golden Knight
Royal Recruits Mega Knight Barbarians
Barbarians Royal Recruits Three Musketeers Mega Knight
Three Musketeers
Royal Recruits Barbarians
Mega Knight Barbarians Royal Recruits
Royal Recruits Mega Knight Barbarians
Royal Recruits Barbarians Three Musketeers
Mega Knight Barbarians Royal Recruits Golden Knight
Royal Recruits Mega Knight Barbarians
Barbarians Royal Recruits Mega Knight Three Musketeers Golden Knight
Royal Recruits Barbarians Three Musketeers Mega Knight
Barbarians Royal Recruits Three Musketeers Golden Knight
Mega Knight Barbarians Royal Recruits Golden Knight

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.)

Royal Recruits Golden Knight
Golden Knight
Barbarians Royal Recruits
Mega Knight
Golden Knight
Three Musketeers
Royal Recruits Golden Knight
Three Musketeers Golden Knight
Three Musketeers Golden Knight
Royal Recruits Three Musketeers Mega Knight
Three Musketeers
Three Musketeers Mega Knight
Mega Knight Golden Knight
Mega Knight
Barbarians Royal Recruits
Mega Knight
Golden Knight
Mega Knight Golden Knight
Golden Knight
Mega Knight
Mega Knight
Barbarians Royal Recruits
Three Musketeers
Three Musketeers Mega Knight
Royal Recruits Three Musketeers Mega Knight
Royal Recruits Golden Knight
Royal Recruits Mega Knight Golden Knight

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