My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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.

Goblin Gang 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.

Three Musketeers Dark Prince P.E.K.K.A Golden Knight

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Rage

Punishments

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

Goblin Gang Elite Barbarians Dark Prince 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.

Goblin Gang Elite Barbarians Dark Prince P.E.K.K.A

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.

Elite Barbarians Dark Prince 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
Goblin Gang Elite Barbarians Three Musketeers Guards Dark Prince
Giant Snowball
Goblin Gang Three Musketeers Guards
Zap
Goblin Gang Three Musketeers Guards Dark Prince
Barbarian Barrel
Goblin Gang Elite Barbarians Three Musketeers Guards Dark Prince
The Log
Goblin Gang Elite Barbarians Three Musketeers Guards Dark Prince
Earthquake
Goblin Gang Guards
Arrows
Goblin Gang Guards
Royal Delivery
Goblin Gang Elite Barbarians Three Musketeers Guards Dark Prince P.E.K.K.A
Fireball
Goblin Gang Elite Barbarians Three Musketeers
Poison
Goblin Gang Three Musketeers Guards
Lightning
Elite Barbarians Three Musketeers Dark Prince
Rocket
Elite Barbarians 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.

Dark Prince

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.

Rage Guards Dark Prince 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.

Elite Barbarians

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.

Goblin Gang Three Musketeers

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.

Rage Goblin Gang Guards Dark Prince Golden Knight Elite Barbarians P.E.K.K.A Three Musketeers

Shortest cycle

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

12 Rage Goblin Gang Guards Dark Prince

Attack Synergies 1 11

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.

Goblin Gang
Three Musketeers Dark Prince P.E.K.K.A
Elite Barbarians
Rage Three Musketeers Golden Knight
Three Musketeers
Goblin Gang Elite Barbarians Rage Guards Dark Prince Golden Knight
Rage
Elite Barbarians Three Musketeers Dark Prince Golden Knight
Guards
Three Musketeers
Dark Prince
Goblin Gang Three Musketeers Rage
P.E.K.K.A
Goblin Gang
Golden Knight
Elite Barbarians Three Musketeers Rage

Defense Synergies 1 4

Goblin Gang
Guards Dark Prince P.E.K.K.A
Elite Barbarians
Dark Prince Golden Knight
Three Musketeers
Rage
Guards
Goblin Gang
Dark Prince
Elite Barbarians Goblin Gang
P.E.K.K.A
Goblin Gang
Golden Knight
Elite Barbarians

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.

Golden Knight
Elite Barbarians P.E.K.K.A Goblin Gang Three Musketeers Dark Prince
Goblin Gang Three Musketeers P.E.K.K.A Elite Barbarians Dark Prince
Elite Barbarians Three Musketeers P.E.K.K.A Goblin Gang Guards Dark Prince
Elite Barbarians Dark Prince P.E.K.K.A
Goblin Gang Guards Dark Prince
Three Musketeers Goblin Gang
P.E.K.K.A Golden Knight
Three Musketeers P.E.K.K.A Goblin Gang Elite Barbarians
Goblin Gang Elite Barbarians Guards Dark Prince
Goblin Gang Guards Dark Prince
Three Musketeers Goblin Gang
P.E.K.K.A Goblin Gang Elite Barbarians Three Musketeers Guards Dark Prince
Three Musketeers Goblin Gang Guards Dark Prince P.E.K.K.A Golden Knight
Elite Barbarians P.E.K.K.A Goblin Gang Three Musketeers
Goblin Gang Elite Barbarians Three Musketeers P.E.K.K.A
Three Musketeers Goblin Gang Elite Barbarians Dark Prince P.E.K.K.A
Goblin Gang Elite Barbarians Three Musketeers Guards Dark Prince Golden Knight
Guards Dark Prince
P.E.K.K.A Elite Barbarians Three Musketeers
Goblin Gang Dark Prince Elite Barbarians Guards P.E.K.K.A
P.E.K.K.A Elite Barbarians Guards

Counters to secondary win conditions

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

Goblin Gang Guards Elite Barbarians Dark Prince P.E.K.K.A
Goblin Gang Elite Barbarians
Goblin Gang Guards P.E.K.K.A Elite Barbarians Dark Prince Golden Knight
Goblin Gang Guards Dark Prince P.E.K.K.A Elite Barbarians
P.E.K.K.A Goblin Gang Elite Barbarians Three Musketeers Guards Dark Prince
Goblin Gang Three Musketeers
Goblin Gang Guards Dark Prince P.E.K.K.A Elite Barbarians
P.E.K.K.A Elite Barbarians Dark Prince
P.E.K.K.A Elite Barbarians Dark Prince
P.E.K.K.A Goblin Gang Three Musketeers Guards
P.E.K.K.A Elite Barbarians Guards Dark Prince Golden Knight
P.E.K.K.A Elite Barbarians Guards Dark Prince
Elite Barbarians Dark Prince P.E.K.K.A Goblin Gang Three Musketeers Guards Golden Knight
Three Musketeers
Goblin Gang Elite Barbarians Guards Three Musketeers Dark Prince P.E.K.K.A Golden Knight
Elite Barbarians Dark Prince P.E.K.K.A 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.)

Guards Golden Knight
Golden Knight
Guards Dark Prince
Dark Prince
Golden Knight
Goblin Gang Elite Barbarians Three Musketeers Guards
Dark Prince Golden Knight
Elite Barbarians Three Musketeers Golden Knight
Elite Barbarians
Three Musketeers Golden Knight
Three Musketeers
Three Musketeers
Three Musketeers Dark Prince
Golden Knight
Dark Prince
Golden Knight
Golden Knight
Golden Knight
Elite Barbarians
Guards
Elite Barbarians
P.E.K.K.A
Goblin Gang Guards Dark Prince
Three Musketeers
Goblin Gang Three Musketeers Dark Prince
Elite Barbarians Three Musketeers Dark Prince P.E.K.K.A
Goblin Gang Elite Barbarians Guards Golden Knight
Dark Prince Golden Knight
P.E.K.K.A

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