My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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!
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 No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Suspicious Bush Musketeer Rune Giant Golem Mighty Miner

Offensive cards

Win conditions

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

Rune Giant Golem

Damage spells

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

Zap Arrows

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.

Battle Healer Rune Giant Golem Mighty Miner

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.

Golem Mighty 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
Mighty Miner
Giant Snowball
Musketeer Mighty Miner
Zap
Mighty Miner
Barbarian Barrel
Musketeer
The Log
Suspicious Bush Musketeer
Earthquake
Arrows
Suspicious Bush
Royal Delivery
Musketeer Battle Healer
Fireball
Suspicious Bush Musketeer Battle Healer Mighty Miner
Poison
Suspicious Bush Musketeer Battle Healer
Lightning
Musketeer Battle Healer Mighty Miner
Rocket
Musketeer Battle Healer Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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.

Arrows Suspicious Bush Battle Healer Rune Giant Golem Mighty Miner

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Suspicious Bush Arrows Musketeer Battle Healer Rune Giant Mighty Miner Golem

Shortest cycle

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

11 Zap Suspicious Bush Arrows Musketeer

Attack Synergies 2 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.

Zap
Arrows Musketeer Battle Healer Golem Mighty Miner
Arrows
Zap Golem Battle Healer Mighty Miner
Suspicious Bush
Musketeer
Zap Battle Healer Golem
Battle Healer
Zap Arrows Musketeer Golem
Rune Giant
Golem
Arrows Zap Musketeer Battle Healer
Mighty Miner
Zap Arrows

Defense Synergies 1 5

Zap
Arrows Musketeer Battle Healer Mighty Miner
Arrows
Zap Battle Healer
Suspicious Bush
Musketeer
Battle Healer Zap
Battle Healer
Musketeer Zap Arrows
Rune Giant
Golem
Mighty Miner
Zap

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.

Zap Musketeer
Zap Musketeer Battle Healer
Musketeer
Musketeer
Arrows Battle Healer
Arrows Zap Musketeer
Musketeer Zap Arrows
Zap Arrows Musketeer Battle Healer
Mighty Miner Musketeer
Musketeer Battle Healer
Zap Arrows Musketeer
Arrows Musketeer Zap
Zap Musketeer Battle Healer
Zap Arrows
Zap
Arrows Musketeer
Arrows Zap Musketeer Battle Healer
Zap Arrows Musketeer Battle Healer
Musketeer
Arrows Musketeer Battle Healer
Mighty Miner

Counters to secondary win conditions

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

Zap Battle Healer
Zap Arrows Musketeer Battle Healer
Zap Musketeer Battle Healer
Zap Musketeer Battle Healer
Musketeer Battle Healer Mighty Miner
Arrows Zap Musketeer
Musketeer Battle Healer
Mighty Miner Battle Healer
Zap
Musketeer
Musketeer
Zap Arrows
Musketeer
Zap Musketeer Battle Healer Mighty Miner
Arrows Zap Musketeer Battle Healer Mighty Miner
Zap Arrows

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.)

Arrows Musketeer
Arrows Zap Musketeer
Arrows
Arrows Musketeer
Zap Arrows
Arrows Zap Musketeer
Arrows Musketeer
Arrows Zap
Arrows Zap
Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer
Musketeer
Arrows Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer
Arrows Musketeer
Arrows
Zap Arrows Musketeer
Zap Arrows
Musketeer
Arrows
Musketeer
Zap Arrows Musketeer
Zap Arrows
Arrows Zap Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer
Zap Musketeer
Zap Arrows Musketeer
Zap Arrows
Mighty Miner
Arrows
Zap Musketeer
Zap Arrows Musketeer
Arrows
Musketeer
Arrows Zap Musketeer
Zap Arrows
Musketeer
Zap Musketeer
Zap Musketeer
Zap Musketeer

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