My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minions Musketeer Inferno Tower Electro Dragon

Defensive buildings

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

Inferno Tower

Investments

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

Royal Giant Musketeer Electro Dragon 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.

Royal Giant

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.

Royal Giant 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.

Royal Giant 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.

Electro Dragon 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
Minions Royal Giant Guards
Giant Snowball
Minions Musketeer Guards Electro Dragon
Zap
Minions Royal Giant Inferno Tower Guards
Barbarian Barrel
Musketeer Inferno Tower Guards
The Log
Royal Giant Musketeer Guards
Earthquake
Inferno Tower Guards
Arrows
Minions Guards
Royal Delivery
Minions Musketeer Guards Electro Dragon P.E.K.K.A
Fireball
Minions Musketeer Inferno Tower Electro Dragon
Poison
Minions Musketeer Inferno Tower Guards Electro Dragon
Lightning
Musketeer Inferno Tower Electro Dragon
Rocket
Musketeer Inferno Tower Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Dragon

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.

Inferno Tower Guards 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.

Royal Giant

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Minions Guards Musketeer Golden Knight Inferno Tower Electro Dragon Royal Giant P.E.K.K.A

Shortest cycle

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

14 Minions Guards Musketeer Golden Knight

Attack Synergies 1 7

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.

Minions
Royal Giant P.E.K.K.A
Royal Giant
Minions Musketeer Guards Electro Dragon
Musketeer
Royal Giant Electro Dragon P.E.K.K.A
Inferno Tower
Guards
Royal Giant
Electro Dragon
Royal Giant Musketeer P.E.K.K.A
P.E.K.K.A
Minions Musketeer Electro Dragon
Golden Knight

Defense Synergies 2 9

Minions
Musketeer Inferno Tower P.E.K.K.A Golden Knight
Royal Giant
Musketeer
Guards Minions Inferno Tower P.E.K.K.A Golden Knight
Inferno Tower
Guards Minions Musketeer Electro Dragon
Guards
Musketeer Inferno Tower Electro Dragon
Electro Dragon
Inferno Tower Guards
P.E.K.K.A
Minions Musketeer
Golden Knight
Minions Musketeer

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.

Minions Musketeer Inferno Tower Electro Dragon Golden Knight
Inferno Tower P.E.K.K.A Minions Musketeer Electro Dragon
Inferno Tower P.E.K.K.A Minions Musketeer Electro Dragon
Inferno Tower P.E.K.K.A Minions Musketeer Guards Electro Dragon
P.E.K.K.A
Minions Musketeer Guards Electro Dragon
Minions Musketeer Inferno Tower Electro Dragon
Musketeer Inferno Tower Electro Dragon P.E.K.K.A Golden Knight
Inferno Tower P.E.K.K.A Minions Musketeer
Guards Musketeer Inferno Tower
Minions Guards Musketeer Electro Dragon
Minions Musketeer Inferno Tower Electro Dragon
Inferno Tower P.E.K.K.A Minions Musketeer Guards Electro Dragon
Minions Guards Electro Dragon P.E.K.K.A Golden Knight
Inferno Tower P.E.K.K.A
Inferno Tower P.E.K.K.A
Minions Musketeer Inferno Tower Electro Dragon P.E.K.K.A
Minions Musketeer Guards Electro Dragon Golden Knight
Minions Musketeer Guards Electro Dragon
P.E.K.K.A Musketeer Inferno Tower
Minions Musketeer Guards Electro Dragon P.E.K.K.A

Counters to secondary win conditions

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

Guards Inferno Tower P.E.K.K.A
Musketeer Electro Dragon
Guards P.E.K.K.A Minions Musketeer Inferno Tower Electro Dragon Golden Knight
Guards P.E.K.K.A Musketeer Inferno Tower
Inferno Tower P.E.K.K.A Musketeer Guards
Minions Musketeer Electro Dragon
Guards P.E.K.K.A Minions Musketeer Inferno Tower
Inferno Tower P.E.K.K.A
Electro Dragon P.E.K.K.A Minions Inferno Tower
Inferno Tower P.E.K.K.A Musketeer Guards
P.E.K.K.A Minions Musketeer Inferno Tower Guards Electro Dragon Golden Knight
P.E.K.K.A Guards
P.E.K.K.A Inferno Tower Guards Golden Knight
Musketeer Electro Dragon
Inferno Tower Guards Electro Dragon Minions Musketeer P.E.K.K.A Golden Knight
Minions Musketeer Inferno Tower Electro Dragon P.E.K.K.A Golden Knight
Inferno Tower

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.)

Musketeer Guards Electro Dragon Golden Knight
Musketeer Electro Dragon Golden Knight
Electro Dragon
Musketeer Guards
Minions Musketeer Electro Dragon
Musketeer
Electro Dragon
Electro Dragon Golden Knight
Minions Musketeer Guards Electro Dragon
Musketeer Electro Dragon Golden Knight
Musketeer Electro Dragon
Musketeer Golden Knight
Minions Musketeer Electro Dragon
Musketeer
Musketeer Electro Dragon Golden Knight
Musketeer Electro Dragon
Minions
Musketeer Electro Dragon
Electro Dragon Golden Knight
Minions Musketeer
Musketeer
Musketeer Electro Dragon
Electro Dragon
Musketeer Electro Dragon Golden Knight
Musketeer Electro Dragon Golden Knight
Musketeer Golden Knight
Musketeer Electro Dragon
Electro Dragon Minions Musketeer Guards
Musketeer Electro Dragon
Electro Dragon
P.E.K.K.A
Minions Musketeer Guards Electro Dragon
Musketeer Electro Dragon
Musketeer Electro Dragon
Musketeer Electro Dragon
Musketeer Electro Dragon P.E.K.K.A
Electro Dragon Minions Musketeer Guards Golden Knight
Musketeer Electro Dragon
Electro Dragon Musketeer Golden Knight
P.E.K.K.A
Electro Dragon

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: