My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

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 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!

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.

Elixir Golem Three Musketeers

Offensive cards

Win conditions

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

Elixir Golem Royal Hogs Three Musketeers Wall Breakers Miner

Damage spells

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

Zap Rage

Punishments

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

Elixir Golem Royal Hogs Wall Breakers Miner

Pump responses

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

Miner

Dropped at the bridge

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

Goblins Elixir Golem Royal Hogs Wall Breakers

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 Miner

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 Royal Hogs Three Musketeers Wall Breakers Miner
Giant Snowball
Goblins Royal Hogs Three Musketeers Wall Breakers Miner
Zap
Goblins Royal Hogs Three Musketeers Wall Breakers
Barbarian Barrel
Goblins Elixir Golem Royal Hogs Three Musketeers Wall Breakers
The Log
Goblins Elixir Golem Royal Hogs Three Musketeers Wall Breakers
Earthquake
Elixir Golem Royal Hogs
Arrows
Goblins Royal Hogs Wall Breakers
Royal Delivery
Goblins Elixir Golem Royal Hogs Three Musketeers Wall Breakers Miner
Fireball
Elixir Golem Royal Hogs Three Musketeers Wall Breakers
Poison
Elixir Golem Royal Hogs Three Musketeers
Lightning
Three Musketeers
Rocket
Royal Hogs Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Elixir Golem Rage Miner

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.

Goblins 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Zap Wall Breakers Rage Elixir Golem Miner Royal Hogs Three Musketeers

Shortest cycle

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

8 Goblins Zap Wall Breakers Rage

Attack Synergies 4 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.

Goblins
Miner Zap
Zap
Miner Goblins Elixir Golem Royal Hogs Three Musketeers Wall Breakers
Elixir Golem
Rage Zap Three Musketeers
Royal Hogs
Zap Three Musketeers
Three Musketeers
Zap Elixir Golem Royal Hogs Rage Miner
Wall Breakers
Miner Zap
Rage
Elixir Golem Three Musketeers
Miner
Goblins Zap Wall Breakers Three Musketeers

Defense Synergies 0 3

Goblins
Zap
Zap
Goblins Three Musketeers Miner
Elixir Golem
Royal Hogs
Three Musketeers
Zap
Wall Breakers
Rage
Miner
Zap

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.

Zap
Goblins Zap Three Musketeers
Three Musketeers Goblins
Three Musketeers Goblins
Goblins Zap
Three Musketeers Zap
Zap
Three Musketeers Goblins
Goblins Miner
Goblins Zap
Three Musketeers Zap
Zap Three Musketeers
Three Musketeers Goblins Zap
Three Musketeers
Zap Three Musketeers
Three Musketeers Goblins
Goblins Zap Three Musketeers
Zap
Three Musketeers
Goblins

Counters to secondary win conditions

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

Goblins Zap
Zap Miner
Goblins Zap
Zap
Three Musketeers
Zap Three Musketeers
Goblins
Zap Goblins
Three Musketeers
Zap
Three Musketeers
Three Musketeers
Goblins Zap Three Musketeers
Zap
Zap

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.)

Zap Miner
Miner
Zap
Zap
Zap
Miner Zap
Goblins Three Musketeers
Miner Zap
Zap
Three Musketeers Miner
Zap
Zap Three Musketeers
Three Musketeers
Three Musketeers
Zap Three Musketeers
Zap Miner
Zap
Zap
Miner Zap
Zap Miner
Miner Zap
Zap
Zap
Zap Miner
Zap
Zap
Zap Three Musketeers
Miner Three Musketeers
Zap
Zap
Three Musketeers
Zap
Zap
Zap Miner

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