My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
RIP

3 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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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.

Musketeer Furnace Wizard Archer Queen

Defensive buildings

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

Furnace

Investments

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

Musketeer Furnace Wizard Prince P.E.K.K.A Mega Knight Archer Queen

Offensive cards

Win conditions

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

Missing

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.

Prince 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.

Prince P.E.K.K.A Mega Knight Archer Queen

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
Guards Prince
Giant Snowball
Musketeer Furnace Guards
Zap
Furnace Guards Prince
Barbarian Barrel
Musketeer Furnace Wizard Guards
The Log
Musketeer Furnace Guards Prince
Earthquake
Furnace Guards
Arrows
Furnace Guards
Royal Delivery
Musketeer Wizard Guards Prince P.E.K.K.A
Fireball
Musketeer Furnace Wizard
Poison
Musketeer Furnace Wizard Guards
Lightning
Musketeer Furnace Wizard Prince Archer Queen
Rocket
Musketeer Furnace Wizard Prince Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Furnace Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Furnace 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.

Guards Prince P.E.K.K.A Mega Knight

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.

Musketeer Furnace Wizard

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.

Guards Musketeer Furnace Wizard Prince Archer Queen P.E.K.K.A Mega Knight

Shortest cycle

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

16 Guards Musketeer Furnace Wizard

Attack Synergies 1 10

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.

Musketeer
Prince P.E.K.K.A Mega Knight
Furnace
Prince P.E.K.K.A
Wizard
Prince P.E.K.K.A Mega Knight
Guards
Prince
Mega Knight Musketeer Furnace Wizard
P.E.K.K.A
Musketeer Furnace Wizard Archer Queen
Mega Knight
Prince Musketeer Wizard Archer Queen
Archer Queen
P.E.K.K.A Mega Knight

Defense Synergies 1 11

Musketeer
Guards Furnace P.E.K.K.A Mega Knight
Furnace
Musketeer Guards Prince
Wizard
Guards Prince P.E.K.K.A Mega Knight
Guards
Musketeer Furnace Wizard Prince Archer Queen
Prince
Furnace Wizard Guards
P.E.K.K.A
Musketeer Wizard
Mega Knight
Musketeer Wizard
Archer Queen
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.

Musketeer Wizard
P.E.K.K.A Musketeer Furnace Prince Mega Knight
Furnace Prince P.E.K.K.A Mega Knight Musketeer
Prince P.E.K.K.A Musketeer Furnace Guards Mega Knight
Prince P.E.K.K.A Mega Knight
Musketeer Furnace Guards Mega Knight
Musketeer Furnace Wizard
Musketeer P.E.K.K.A Mega Knight
P.E.K.K.A Musketeer Furnace Prince Archer Queen
Guards Musketeer Prince Mega Knight
Guards Musketeer Furnace Wizard Mega Knight
Musketeer Furnace Wizard
Furnace Prince P.E.K.K.A Mega Knight Musketeer Wizard Guards
Wizard Mega Knight Furnace Guards Prince P.E.K.K.A
P.E.K.K.A Furnace Prince Mega Knight
Furnace Prince P.E.K.K.A Mega Knight
Wizard Mega Knight Musketeer Furnace Prince P.E.K.K.A
Mega Knight Musketeer Furnace Wizard Guards Prince
Furnace Wizard Musketeer Guards Mega Knight
P.E.K.K.A Musketeer Prince
Wizard Mega Knight Musketeer Furnace Guards Prince P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Guards Mega Knight Furnace Prince P.E.K.K.A
Musketeer Wizard Prince Mega Knight
Guards P.E.K.K.A Mega Knight Musketeer Furnace Prince
Guards Prince P.E.K.K.A Mega Knight Musketeer
P.E.K.K.A Musketeer Guards Prince Mega Knight
Furnace Wizard Musketeer
Guards Prince P.E.K.K.A Musketeer Furnace
P.E.K.K.A Mega Knight Prince
P.E.K.K.A Mega Knight Prince
P.E.K.K.A Musketeer Guards
P.E.K.K.A Mega Knight Musketeer Guards Prince
P.E.K.K.A Mega Knight Guards Prince Archer Queen
Prince P.E.K.K.A Mega Knight Wizard Guards
Wizard Musketeer Furnace Mega Knight
Guards Musketeer Furnace Prince P.E.K.K.A Archer Queen
Mega Knight Musketeer Wizard P.E.K.K.A Archer Queen
Furnace

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
Musketeer
Musketeer Guards Prince
Wizard Furnace Mega Knight
Wizard Musketeer Furnace
Musketeer Furnace Wizard
Wizard
Wizard
Musketeer Guards Prince
Musketeer Wizard Prince
Musketeer Wizard Archer Queen
Musketeer
Musketeer
Musketeer Furnace Prince
Musketeer Furnace Wizard
Musketeer Furnace Wizard Mega Knight
Musketeer Wizard Prince Mega Knight
Wizard Mega Knight
Musketeer Prince Mega Knight
Wizard
Musketeer Prince
Musketeer
Furnace Wizard Mega Knight
Musketeer Wizard
Musketeer Wizard Prince Mega Knight
Musketeer
Musketeer Furnace Wizard
Musketeer Wizard Guards
Musketeer Wizard Mega Knight
P.E.K.K.A Prince Mega Knight
Wizard
Musketeer Guards Prince
Musketeer Wizard Archer Queen
Musketeer Wizard Prince Mega Knight
Musketeer Wizard
Archer Queen
Musketeer Prince P.E.K.K.A Mega Knight Archer Queen
Musketeer Guards Archer Queen
Musketeer Archer Queen
Musketeer Prince Mega Knight Archer Queen
Prince P.E.K.K.A
Wizard Mega Knight

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