My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 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 No anti-ground splash!

You don't have a card, that attacks ground 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 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 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.

Minions Mega Minion Musketeer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Tombstone Mega Minion Musketeer Battle Ram

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram

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.

Knight Battle Ram

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
Minions Battle Ram Guards Skeleton Army
Giant Snowball
Minions Tombstone Mega Minion Musketeer Battle Ram Guards Skeleton Army
Zap
Minions Tombstone Battle Ram Guards Skeleton Army
Barbarian Barrel
Knight Tombstone Musketeer Battle Ram Guards Skeleton Army
The Log
Tombstone Musketeer Battle Ram Guards Skeleton Army
Earthquake
Tombstone Guards Skeleton Army
Arrows
Minions Tombstone Guards Skeleton Army
Royal Delivery
Knight Minions Mega Minion Musketeer Battle Ram Guards Skeleton Army
Fireball
Minions Tombstone Mega Minion Musketeer Battle Ram Skeleton Army
Poison
Minions Tombstone Mega Minion Musketeer Guards Skeleton Army
Lightning
Knight Tombstone Mega Minion Musketeer Battle Ram
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Knight Tombstone Mega Minion Battle Ram Guards Skeleton Army

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.

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.

Minions Musketeer

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Minions Tombstone Mega Minion Guards Skeleton Army Musketeer Battle Ram

Shortest cycle

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

12 Knight Minions Tombstone Mega Minion

Attack Synergies 4 2

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.

Knight
Minions Mega Minion Musketeer Battle Ram
Minions
Knight Battle Ram
Tombstone
Mega Minion
Knight
Musketeer
Knight Battle Ram
Battle Ram
Knight Minions Musketeer
Guards
Skeleton Army

Defense Synergies 5 10

Knight
Minions Mega Minion Musketeer Skeleton Army
Minions
Knight Tombstone Musketeer
Tombstone
Musketeer Minions Mega Minion Guards
Mega Minion
Knight Tombstone Musketeer Guards Skeleton Army
Musketeer
Knight Tombstone Guards Minions Mega Minion Skeleton Army
Battle Ram
Guards
Musketeer Tombstone Mega Minion Skeleton Army
Skeleton Army
Knight Mega Minion Musketeer Guards

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.

Knight Minions Tombstone Mega Minion Musketeer
Skeleton Army Knight Minions Tombstone Mega Minion Musketeer
Skeleton Army Knight Minions Tombstone Mega Minion Musketeer
Skeleton Army Knight Minions Tombstone Mega Minion Musketeer Guards
Tombstone Skeleton Army
Skeleton Army Minions Mega Minion Musketeer Guards
Minions Mega Minion Musketeer Tombstone
Musketeer
Minions Tombstone Musketeer Skeleton Army
Knight Guards Skeleton Army Musketeer
Minions Guards Skeleton Army Knight Tombstone Mega Minion Musketeer
Minions Mega Minion Musketeer
Tombstone Skeleton Army Knight Minions Musketeer Guards
Skeleton Army Minions Tombstone Mega Minion Guards
Skeleton Army Knight Tombstone
Skeleton Army
Knight Minions Tombstone Musketeer Skeleton Army
Tombstone Knight Minions Mega Minion Musketeer Guards Skeleton Army
Knight Minions Tombstone Mega Minion Musketeer Guards
Musketeer
Skeleton Army Knight Minions Musketeer Guards

Counters to secondary win conditions

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

Knight Guards Skeleton Army Tombstone
Knight Mega Minion Musketeer
Tombstone Guards Skeleton Army Knight Minions Musketeer
Guards Skeleton Army Knight Musketeer
Knight Tombstone Musketeer Guards Skeleton Army
Minions Musketeer
Guards Skeleton Army Knight Minions Tombstone Mega Minion Musketeer
Knight Skeleton Army
Knight Minions Tombstone Mega Minion Skeleton Army
Tombstone Mega Minion Musketeer Guards Skeleton Army
Knight Minions Tombstone Mega Minion Musketeer Guards
Skeleton Army Guards
Skeleton Army Knight Tombstone Guards
Musketeer Skeleton Army
Tombstone Guards Skeleton Army Knight Minions Mega Minion Musketeer
Minions Mega Minion Musketeer
Tombstone

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.)

Knight Musketeer Guards
Musketeer
Knight Musketeer Guards
Minions Mega Minion Musketeer
Musketeer
Minions Musketeer Guards
Knight Musketeer
Musketeer
Knight Musketeer
Minions Musketeer
Musketeer
Musketeer
Musketeer
Minions
Mega Minion Musketeer
Minions Musketeer
Musketeer
Musketeer
Mega Minion
Musketeer
Musketeer
Musketeer
Musketeer
Minions Mega Minion Musketeer Guards
Mega Minion
Musketeer
Minions Tombstone Musketeer Guards Skeleton Army
Mega Minion Musketeer
Knight Mega Minion Musketeer
Musketeer
Mega Minion Musketeer
Minions Musketeer Guards
Musketeer
Musketeer

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