My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 warnings Why?

Deck tips

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

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:

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AND/OR

You can replace some of your high-cost cards. Such as these:

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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.

Minion Horde Wizard 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.

Wizard Three Musketeers P.E.K.K.A Mega 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.

Elite Barbarians 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.

Minion Horde Elite Barbarians P.E.K.K.A Mega Knight

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

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
Minion Horde Elite Barbarians Three Musketeers
Giant Snowball
Minion Horde Three Musketeers
Zap
Minion Horde Three Musketeers
Barbarian Barrel
Elite Barbarians Wizard Three Musketeers
The Log
Elite Barbarians Three Musketeers
Earthquake
Arrows
Minion Horde
Royal Delivery
Minion Horde Elite Barbarians Wizard Three Musketeers P.E.K.K.A
Fireball
Minion Horde Elite Barbarians Wizard Three Musketeers
Poison
Minion Horde Wizard Three Musketeers
Lightning
Elite Barbarians Wizard Three Musketeers
Rocket
Minion Horde Elite Barbarians Wizard Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Rage P.E.K.K.A 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.

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.

Minion Horde Wizard 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.

Mirror Rage Minion Horde Wizard Elite Barbarians P.E.K.K.A Mega Knight Three Musketeers

Shortest cycle

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

12 Mirror Rage Minion Horde 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.

Minion Horde
Rage Mega Knight Mirror
Elite Barbarians
Rage Wizard Three Musketeers Mega Knight
Wizard
Elite Barbarians Rage P.E.K.K.A Mega Knight
Three Musketeers
Elite Barbarians Mirror Rage
Mirror
Minion Horde Three Musketeers
Rage
Minion Horde Elite Barbarians Wizard Three Musketeers
P.E.K.K.A
Wizard
Mega Knight
Minion Horde Elite Barbarians Wizard

Defense Synergies 1 5

Minion Horde
Mirror
Elite Barbarians
Wizard Mega Knight
Wizard
Elite Barbarians P.E.K.K.A Mega Knight
Three Musketeers
Mirror
Minion Horde Mega Knight
Rage
P.E.K.K.A
Wizard
Mega Knight
Elite Barbarians Wizard Mirror

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.

Minion Horde Wizard
Minion Horde Elite Barbarians P.E.K.K.A Three Musketeers Mega Knight
Minion Horde Three Musketeers P.E.K.K.A Mega Knight Elite Barbarians
Minion Horde Elite Barbarians Three Musketeers P.E.K.K.A Mega Knight
Elite Barbarians P.E.K.K.A Mega Knight
Mega Knight
Minion Horde Three Musketeers Wizard
P.E.K.K.A Mega Knight
Minion Horde Three Musketeers P.E.K.K.A Elite Barbarians
Elite Barbarians Minion Horde Mega Knight
Minion Horde Wizard Mega Knight
Minion Horde Three Musketeers Wizard
Minion Horde P.E.K.K.A Mega Knight Elite Barbarians Wizard Three Musketeers
Wizard Three Musketeers Mega Knight Minion Horde P.E.K.K.A
Elite Barbarians P.E.K.K.A Minion Horde Three Musketeers Mega Knight
Minion Horde Elite Barbarians Three Musketeers P.E.K.K.A Mega Knight
Minion Horde Wizard Three Musketeers Mega Knight Elite Barbarians P.E.K.K.A
Mega Knight Minion Horde Elite Barbarians Wizard Three Musketeers
Wizard Mega Knight
P.E.K.K.A Elite Barbarians Three Musketeers
Wizard Mega Knight Minion Horde Elite Barbarians P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Elite Barbarians P.E.K.K.A
Elite Barbarians Wizard Mega Knight
P.E.K.K.A Mega Knight Minion Horde Elite Barbarians
P.E.K.K.A Mega Knight Minion Horde Elite Barbarians
P.E.K.K.A Minion Horde Elite Barbarians Three Musketeers Mega Knight
Wizard Minion Horde Three Musketeers
P.E.K.K.A Minion Horde Elite Barbarians
P.E.K.K.A Mega Knight Minion Horde Elite Barbarians
Minion Horde P.E.K.K.A Mega Knight Elite Barbarians
P.E.K.K.A Minion Horde Three Musketeers
P.E.K.K.A Mega Knight Minion Horde Elite Barbarians
P.E.K.K.A Mega Knight Elite Barbarians
Elite Barbarians P.E.K.K.A Mega Knight Minion Horde Wizard Three Musketeers
Wizard Minion Horde Three Musketeers Mega Knight
Elite Barbarians Minion Horde Three Musketeers P.E.K.K.A
Mega Knight Minion Horde Elite Barbarians Wizard P.E.K.K.A

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.)

Minion Horde
Minion Horde
Wizard Minion Horde Mega Knight
Wizard Minion Horde
Minion Horde Wizard
Wizard
Wizard
Minion Horde Elite Barbarians Three Musketeers
Minion Horde Wizard
Wizard
Elite Barbarians Three Musketeers
Minion Horde
Elite Barbarians
Minion Horde Wizard Three Musketeers
Minion Horde Wizard Three Musketeers Mega Knight
Three Musketeers
Minion Horde
Wizard Three Musketeers Mega Knight
Wizard Mega Knight
Minion Horde Mega Knight
Wizard
Minion Horde
Wizard Mega Knight
Minion Horde
Wizard
Wizard Mega Knight
Elite Barbarians Minion Horde Wizard
Minion Horde Wizard
Minion Horde Elite Barbarians
Minion Horde Wizard Mega Knight
Minion Horde
P.E.K.K.A Minion Horde Mega Knight
Wizard
Minion Horde
Wizard Three Musketeers
Minion Horde Wizard Three Musketeers Mega Knight
Wizard
Minion Horde Elite Barbarians Three Musketeers P.E.K.K.A Mega Knight
Minion Horde Elite Barbarians
Mega Knight
P.E.K.K.A
Wizard Mega Knight

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