My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!
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!
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

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.

Royal Giant Musketeer Mega Knight

Offensive cards

Win conditions

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

Royal Giant Miner

Damage spells

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

Rocket Rage

Punishments

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

Royal Giant Miner Mega Knight

Pump responses

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

Rocket Miner

Dropped at the bridge

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

Royal Giant 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.

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
Royal Giant Guards Skeleton Army Miner
Giant Snowball
Musketeer Guards Skeleton Army Miner
Zap
Royal Giant Guards Skeleton Army
Barbarian Barrel
Musketeer Guards Skeleton Army
The Log
Royal Giant Musketeer Guards Skeleton Army
Earthquake
Guards Skeleton Army
Arrows
Guards Skeleton Army
Royal Delivery
Musketeer Guards Skeleton Army Miner
Fireball
Musketeer Skeleton Army
Poison
Musketeer Guards Skeleton Army
Lightning
Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Mega Knight

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.

Rocket Rage Guards Skeleton Army Miner 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.

Royal Giant 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Guards Skeleton Army Miner Musketeer Royal Giant Rocket Mega Knight

Shortest cycle

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

11 Rage Guards Skeleton Army Miner

Attack Synergies 2 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.

Royal Giant
Miner Musketeer Rocket Guards
Musketeer
Royal Giant Miner Mega Knight
Rocket
Royal Giant Miner
Rage
Guards
Miner Royal Giant
Skeleton Army
Miner
Royal Giant Guards Musketeer Rocket Mega Knight
Mega Knight
Musketeer Miner

Defense Synergies 1 5

Royal Giant
Musketeer
Guards Skeleton Army Miner Mega Knight
Rocket
Rage
Guards
Musketeer Skeleton Army
Skeleton Army
Musketeer Guards
Miner
Musketeer Mega Knight
Mega Knight
Musketeer Miner

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.

Rocket Musketeer
Skeleton Army Musketeer Mega Knight
Rocket Skeleton Army Mega Knight Musketeer
Skeleton Army Musketeer Guards Mega Knight
Rocket Skeleton Army Mega Knight
Skeleton Army Musketeer Guards Mega Knight
Musketeer Rocket
Rocket Musketeer Mega Knight
Musketeer Skeleton Army
Guards Skeleton Army Musketeer Miner Mega Knight
Guards Skeleton Army Musketeer Mega Knight
Musketeer
Skeleton Army Mega Knight Musketeer Rocket Guards
Rocket Skeleton Army Mega Knight Guards
Skeleton Army Mega Knight
Rocket Skeleton Army Mega Knight
Mega Knight Musketeer Skeleton Army
Mega Knight Musketeer Guards Skeleton Army
Musketeer Guards Mega Knight
Musketeer
Skeleton Army Mega Knight Musketeer Guards
Guards Skeleton Army

Counters to secondary win conditions

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

Guards Skeleton Army Mega Knight
Musketeer Rocket Miner Mega Knight
Guards Skeleton Army Mega Knight Musketeer Rocket
Rocket Guards Skeleton Army Mega Knight Musketeer
Musketeer Guards Skeleton Army Mega Knight
Rocket Musketeer
Rocket Guards Skeleton Army Musketeer
Mega Knight Skeleton Army
Rocket Mega Knight Skeleton Army
Musketeer Guards Skeleton Army
Mega Knight Musketeer Guards
Rocket Skeleton Army Mega Knight Guards
Rocket Skeleton Army Mega Knight Guards
Musketeer Skeleton Army Mega Knight
Guards Skeleton Army Musketeer Rocket
Mega Knight Musketeer

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 Rocket Guards
Musketeer Miner
Rocket Miner
Musketeer Rocket Guards
Rocket Mega Knight
Musketeer Rocket
Musketeer
Miner
Rocket Musketeer Guards
Rocket Miner Musketeer
Musketeer Rocket
Rocket Musketeer Miner
Musketeer Rocket
Musketeer
Rocket Musketeer
Musketeer Rocket Mega Knight
Rocket
Rocket
Rocket Musketeer Mega Knight
Rocket Miner Mega Knight
Rocket Musketeer Mega Knight
Rocket
Rocket Musketeer
Rocket Musketeer
Mega Knight
Miner Musketeer
Musketeer Miner Mega Knight
Rocket Miner Musketeer
Musketeer
Rocket Musketeer Guards
Musketeer Rocket Miner Mega Knight
Rocket
Mega Knight
Rocket
Musketeer Rocket Guards Skeleton Army
Rocket Musketeer
Miner Musketeer Rocket Mega Knight
Musketeer
Rocket
Musketeer Mega Knight
Musketeer Rocket Guards
Musketeer Rocket
Musketeer Rocket Miner Mega Knight
Rocket Mega Knight

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