My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Good
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 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!
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!
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.

Firecracker Musketeer Electro Wizard Ram Rider

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.

Firecracker Elixir Golem Musketeer P.E.K.K.A Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Elixir Golem Goblin Barrel Ram Rider

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.

Elixir Golem Goblin Barrel Ram Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Elixir Golem P.E.K.K.A Ram Rider

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.

Firecracker Goblin Barrel Electro Wizard Ram Rider

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
Elixir Golem Goblin Barrel Skeleton Army Ram Rider
Giant Snowball
Musketeer Goblin Barrel Skeleton Army Ram Rider
Zap
Firecracker Goblin Barrel Skeleton Army Ram Rider
Barbarian Barrel
Firecracker Elixir Golem Musketeer Goblin Barrel Skeleton Army Electro Wizard
The Log
Firecracker Elixir Golem Musketeer Goblin Barrel Skeleton Army Ram Rider
Earthquake
Firecracker Elixir Golem Goblin Barrel Skeleton Army
Arrows
Firecracker Goblin Barrel Skeleton Army
Royal Delivery
Firecracker Elixir Golem Musketeer Goblin Barrel Skeleton Army P.E.K.K.A Electro Wizard Ram Rider
Fireball
Firecracker Elixir Golem Musketeer Goblin Barrel Skeleton Army Electro Wizard Ram Rider
Poison
Firecracker Elixir Golem Musketeer Skeleton Army Electro Wizard
Lightning
Musketeer Electro Wizard Ram Rider
Rocket
Musketeer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker

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.

Elixir Golem Skeleton Army P.E.K.K.A

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.

Goblin Barrel Skeleton Army

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 Goblin Barrel 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.

Firecracker Elixir Golem Goblin Barrel Skeleton Army Musketeer Electro Wizard Ram Rider P.E.K.K.A

Shortest cycle

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

12 Firecracker Elixir Golem Goblin Barrel Skeleton Army

Attack Synergies 2 12

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.

Firecracker
Elixir Golem Goblin Barrel P.E.K.K.A Ram Rider
Elixir Golem
Firecracker Musketeer Goblin Barrel
Musketeer
Elixir Golem P.E.K.K.A Ram Rider
Goblin Barrel
Firecracker Elixir Golem Skeleton Army P.E.K.K.A Ram Rider
Skeleton Army
Goblin Barrel
P.E.K.K.A
Electro Wizard Firecracker Musketeer Goblin Barrel Ram Rider
Electro Wizard
P.E.K.K.A Ram Rider
Ram Rider
Firecracker Musketeer Goblin Barrel P.E.K.K.A Electro Wizard

Defense Synergies 0 11

Firecracker
Musketeer Skeleton Army P.E.K.K.A Electro Wizard
Elixir Golem
Musketeer
Firecracker Skeleton Army P.E.K.K.A Electro Wizard Ram Rider
Goblin Barrel
Skeleton Army
Firecracker Musketeer Electro Wizard
P.E.K.K.A
Firecracker Musketeer Electro Wizard
Electro Wizard
Firecracker Musketeer Skeleton Army P.E.K.K.A Ram Rider
Ram Rider
Musketeer 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.

Firecracker Musketeer Electro Wizard Ram Rider
Skeleton Army P.E.K.K.A Firecracker Musketeer Electro Wizard Ram Rider
Skeleton Army P.E.K.K.A Ram Rider Musketeer Electro Wizard
Skeleton Army P.E.K.K.A Firecracker Musketeer Electro Wizard Ram Rider
Firecracker Skeleton Army P.E.K.K.A
Skeleton Army Firecracker Musketeer Electro Wizard
Musketeer Electro Wizard Ram Rider Firecracker
Musketeer P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A Musketeer Skeleton Army
Skeleton Army Firecracker Musketeer Electro Wizard
Skeleton Army Electro Wizard Firecracker Musketeer Ram Rider
Musketeer Firecracker Electro Wizard Ram Rider
Skeleton Army P.E.K.K.A Musketeer Electro Wizard Ram Rider
Skeleton Army Firecracker P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Electro Wizard Ram Rider
Skeleton Army P.E.K.K.A Electro Wizard Ram Rider
Firecracker Musketeer Skeleton Army P.E.K.K.A Electro Wizard
Firecracker Musketeer Skeleton Army Electro Wizard Ram Rider
Firecracker Musketeer Electro Wizard Ram Rider
P.E.K.K.A Musketeer Electro Wizard Ram Rider
Skeleton Army Firecracker Musketeer P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army P.E.K.K.A Electro Wizard
Electro Wizard Firecracker Musketeer
Skeleton Army P.E.K.K.A Musketeer Electro Wizard Ram Rider
Skeleton Army P.E.K.K.A Musketeer Electro Wizard Ram Rider
P.E.K.K.A Musketeer Skeleton Army Ram Rider
Firecracker Musketeer Electro Wizard Ram Rider
Skeleton Army P.E.K.K.A Musketeer Electro Wizard Ram Rider
P.E.K.K.A Skeleton Army
P.E.K.K.A Electro Wizard Firecracker Skeleton Army
P.E.K.K.A Musketeer Skeleton Army
P.E.K.K.A Musketeer
Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Ram Rider
Firecracker Musketeer Skeleton Army
Skeleton Army Electro Wizard Firecracker Musketeer P.E.K.K.A
Firecracker Musketeer P.E.K.K.A Electro Wizard
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.)

Firecracker Musketeer
Firecracker Musketeer Electro Wizard Ram Rider
Firecracker Musketeer
Firecracker
Firecracker Musketeer Ram Rider
Firecracker Musketeer
Firecracker Ram Rider
Firecracker Ram Rider
Musketeer Electro Wizard
Firecracker Musketeer Electro Wizard Ram Rider
Firecracker Musketeer
Firecracker Musketeer
Firecracker Musketeer
Firecracker Musketeer
Firecracker Musketeer
Firecracker Musketeer
Firecracker Musketeer Electro Wizard
Firecracker
Musketeer
Musketeer
Musketeer
Firecracker
Firecracker Musketeer Electro Wizard Ram Rider
Musketeer Ram Rider
Firecracker Musketeer
Firecracker Musketeer Electro Wizard
Electro Wizard Firecracker Musketeer
Musketeer
Firecracker Electro Wizard
P.E.K.K.A
Firecracker
Electro Wizard Musketeer Skeleton Army
Firecracker Musketeer Electro Wizard Ram Rider
Firecracker Musketeer Electro Wizard
Firecracker Musketeer
Firecracker Musketeer P.E.K.K.A
Firecracker Musketeer Electro Wizard
Firecracker Musketeer Electro Wizard
Firecracker Musketeer Electro Wizard
P.E.K.K.A
Firecracker

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: