My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Musketeer Hunter

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 Hunter Royal Ghost Bandit Mega 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.

Zap

Punishments

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

Goblin Gang Royal Giant Royal Ghost Bandit 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.

Goblin Gang Royal Giant Royal Ghost Bandit 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.

Royal Ghost Bandit

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
Goblin Gang Royal Giant Bandit
Giant Snowball
Goblin Gang Musketeer
Zap
Goblin Gang Royal Giant Bandit
Barbarian Barrel
Goblin Gang Musketeer Hunter Royal Ghost Bandit
The Log
Goblin Gang Royal Giant Musketeer Hunter Bandit
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Musketeer Hunter Royal Ghost Bandit
Fireball
Goblin Gang Musketeer Hunter Bandit
Poison
Goblin Gang Musketeer Hunter
Lightning
Musketeer Hunter Bandit
Rocket
Musketeer Hunter

Against air swarms

Spells and units that can counter air swarms.

Zap Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Zap Hunter Royal Ghost 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.

Royal Ghost 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

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.

Goblin Gang 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 Goblin Gang Royal Ghost Bandit Musketeer Hunter Royal Giant Mega Knight

Shortest cycle

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

11 Zap Goblin Gang Royal Ghost Bandit

Attack Synergies 1 20

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
Royal Giant Musketeer Hunter Royal Ghost Bandit Mega Knight
Goblin Gang
Royal Giant Royal Ghost Bandit
Royal Giant
Hunter Zap Goblin Gang Musketeer Royal Ghost Bandit
Musketeer
Zap Royal Giant Royal Ghost Bandit Mega Knight
Hunter
Royal Giant Zap Bandit Mega Knight
Royal Ghost
Zap Goblin Gang Royal Giant Musketeer Bandit Mega Knight
Bandit
Zap Goblin Gang Royal Giant Musketeer Hunter Royal Ghost Mega Knight
Mega Knight
Zap Musketeer Hunter Royal Ghost Bandit

Defense Synergies 2 13

Zap
Mega Knight Goblin Gang Musketeer Hunter Royal Ghost Bandit
Goblin Gang
Musketeer Zap Bandit
Royal Giant
Musketeer
Goblin Gang Zap Royal Ghost Bandit Mega Knight
Hunter
Zap Bandit Mega Knight
Royal Ghost
Zap Musketeer Mega Knight
Bandit
Zap Goblin Gang Musketeer Hunter Mega Knight
Mega Knight
Zap Musketeer Hunter Royal Ghost Bandit

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
Hunter Zap Goblin Gang Musketeer Bandit Mega Knight
Goblin Gang Hunter Mega Knight Musketeer Bandit
Hunter Goblin Gang Musketeer Bandit Mega Knight
Mega Knight
Goblin Gang Zap Musketeer Hunter Royal Ghost Bandit Mega Knight
Musketeer Hunter Zap Goblin Gang
Zap Musketeer Bandit Mega Knight
Hunter Goblin Gang Musketeer
Goblin Gang Musketeer Hunter Royal Ghost Bandit Mega Knight
Goblin Gang Zap Musketeer Hunter Royal Ghost Bandit Mega Knight
Musketeer Hunter Zap Goblin Gang
Hunter Mega Knight Zap Goblin Gang Musketeer Bandit
Mega Knight Zap Goblin Gang Hunter Royal Ghost
Goblin Gang Hunter Bandit Mega Knight
Zap Goblin Gang Hunter Bandit Mega Knight
Mega Knight Goblin Gang Musketeer Hunter
Mega Knight Zap Goblin Gang Musketeer Hunter Royal Ghost Bandit
Zap Hunter Musketeer Royal Ghost Bandit Mega Knight
Musketeer Hunter
Goblin Gang Royal Ghost Mega Knight Musketeer Hunter Bandit

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Royal Ghost Bandit
Bandit Zap Goblin Gang Musketeer Hunter Royal Ghost Mega Knight
Goblin Gang Bandit Mega Knight Zap Musketeer Hunter
Goblin Gang Hunter Mega Knight Zap Musketeer Bandit
Goblin Gang Musketeer Hunter Bandit Mega Knight
Zap Goblin Gang Musketeer Hunter
Goblin Gang Musketeer Hunter Bandit
Mega Knight Hunter
Zap Mega Knight Bandit
Goblin Gang Musketeer
Mega Knight Musketeer Hunter
Mega Knight Zap
Mega Knight Goblin Gang Hunter Bandit
Musketeer Mega Knight
Goblin Gang Zap Musketeer Hunter
Mega Knight Zap Musketeer Hunter Royal Ghost

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 Royal Ghost Bandit
Zap Musketeer Royal Ghost Bandit
Bandit
Musketeer
Zap Mega Knight
Zap Musketeer Hunter
Musketeer
Zap Hunter
Zap Bandit
Goblin Gang Musketeer
Zap Musketeer Bandit
Zap Musketeer
Musketeer Hunter Bandit
Musketeer Bandit
Zap Musketeer
Zap Musketeer Hunter Bandit
Musketeer Bandit Mega Knight
Zap Musketeer Hunter Bandit Mega Knight
Zap Mega Knight
Musketeer Mega Knight
Musketeer
Zap Musketeer
Zap Hunter Mega Knight
Zap Musketeer Hunter Royal Ghost Bandit
Zap Musketeer Bandit Mega Knight
Zap Musketeer Bandit
Zap Musketeer Hunter
Zap Musketeer
Zap Musketeer Hunter Bandit Mega Knight
Zap
Mega Knight
Zap Goblin Gang Musketeer Bandit
Zap Musketeer Hunter
Goblin Gang Musketeer Hunter Mega Knight
Zap Musketeer
Zap
Musketeer Mega Knight
Zap Goblin Gang Musketeer
Zap Musketeer
Zap Musketeer Royal Ghost Bandit Mega Knight

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