My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Three Musketeers

Defensive buildings

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

Barbarian Hut

Investments

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

Royal Recruits Barbarian Hut Three Musketeers Mega Knight

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Fireball Rage

Punishments

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

Elite Barbarians Royal Recruits Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Elite Barbarians Royal Recruits 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.

Elite Barbarians

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
Elite Barbarians Royal Recruits Three Musketeers
Giant Snowball
Royal Recruits Three Musketeers
Zap
Three Musketeers
Barbarian Barrel
Elite Barbarians Royal Recruits Barbarian Hut Three Musketeers
The Log
Elite Barbarians Royal Recruits Barbarian Hut Three Musketeers
Earthquake
Barbarian Hut
Arrows
Royal Recruits
Royal Delivery
Elite Barbarians Royal Recruits Three Musketeers
Fireball
Elite Barbarians Barbarian Hut Three Musketeers
Poison
Royal Recruits Barbarian Hut Three Musketeers
Lightning
Elite Barbarians Barbarian Hut Three Musketeers
Rocket
Elite Barbarians Barbarian Hut Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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 Recruits Rage 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.

Elite Barbarians Fireball

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.

Fireball Three Musketeers

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.

Mirror Rage Fireball Elite Barbarians Barbarian Hut Royal Recruits Mega Knight Three Musketeers

Shortest cycle

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

12 Mirror Rage Fireball Elite Barbarians

Attack Synergies 2 8

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.

Elite Barbarians
Rage Fireball Three Musketeers Mega Knight
Royal Recruits
Fireball
Mirror Elite Barbarians Mega Knight
Barbarian Hut
Three Musketeers Mirror
Three Musketeers
Elite Barbarians Barbarian Hut Mirror Rage
Mirror
Fireball Barbarian Hut Three Musketeers
Rage
Elite Barbarians Three Musketeers
Mega Knight
Elite Barbarians Fireball

Defense Synergies 1 4

Elite Barbarians
Mega Knight
Royal Recruits
Fireball
Mirror Barbarian Hut Mega Knight
Barbarian Hut
Fireball
Three Musketeers
Mirror
Fireball Mega Knight
Rage
Mega Knight
Elite Barbarians Fireball Mirror

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.

Barbarian Hut Royal Recruits Fireball
Elite Barbarians Barbarian Hut Royal Recruits Three Musketeers Mega Knight
Barbarian Hut Three Musketeers Mega Knight Elite Barbarians Royal Recruits
Elite Barbarians Royal Recruits Barbarian Hut Three Musketeers Mega Knight
Elite Barbarians Royal Recruits Fireball Mega Knight
Fireball Mega Knight
Three Musketeers Fireball Barbarian Hut
Barbarian Hut Royal Recruits Fireball Mega Knight
Barbarian Hut Three Musketeers Elite Barbarians Royal Recruits
Elite Barbarians Royal Recruits Mega Knight
Royal Recruits Fireball Mega Knight
Three Musketeers Fireball Barbarian Hut
Royal Recruits Barbarian Hut Mega Knight Elite Barbarians Fireball Three Musketeers
Fireball Barbarian Hut Three Musketeers Mega Knight Royal Recruits
Elite Barbarians Royal Recruits Barbarian Hut Three Musketeers Mega Knight
Barbarian Hut Elite Barbarians Royal Recruits Fireball Three Musketeers Mega Knight
Barbarian Hut Three Musketeers Mega Knight Elite Barbarians Royal Recruits Fireball
Fireball Mega Knight Elite Barbarians Royal Recruits Barbarian Hut Three Musketeers
Royal Recruits Fireball Barbarian Hut Mega Knight
Barbarian Hut Elite Barbarians Royal Recruits Three Musketeers
Royal Recruits Mega Knight Elite Barbarians Fireball
Elite Barbarians

Counters to secondary win conditions

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

Royal Recruits Barbarian Hut Mega Knight Elite Barbarians Fireball
Fireball Elite Barbarians Mega Knight
Royal Recruits Mega Knight Elite Barbarians Barbarian Hut
Royal Recruits Mega Knight Elite Barbarians Fireball Barbarian Hut
Royal Recruits Barbarian Hut Elite Barbarians Three Musketeers Mega Knight
Fireball Three Musketeers
Royal Recruits Elite Barbarians Fireball Barbarian Hut
Mega Knight Elite Barbarians Royal Recruits Barbarian Hut
Royal Recruits Mega Knight Elite Barbarians Fireball Barbarian Hut
Royal Recruits Barbarian Hut Three Musketeers
Mega Knight Elite Barbarians Royal Recruits
Royal Recruits Mega Knight Elite Barbarians Fireball
Elite Barbarians Royal Recruits Mega Knight Fireball Barbarian Hut Three Musketeers
Royal Recruits Fireball Barbarian Hut Three Musketeers Mega Knight
Elite Barbarians Royal Recruits Fireball Barbarian Hut Three Musketeers
Mega Knight Elite Barbarians Royal Recruits Fireball Barbarian Hut
Fireball Barbarian Hut

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.)

Fireball Royal Recruits Barbarian Hut
Fireball
Fireball Barbarian Hut
Royal Recruits Fireball Barbarian Hut
Fireball Mega Knight
Fireball
Fireball Barbarian Hut
Fireball
Elite Barbarians Fireball Three Musketeers
Royal Recruits Fireball
Fireball
Elite Barbarians Fireball Barbarian Hut Three Musketeers
Fireball
Elite Barbarians Fireball Barbarian Hut
Fireball Barbarian Hut Three Musketeers
Royal Recruits Fireball Barbarian Hut Three Musketeers Mega Knight
Fireball Three Musketeers
Fireball Three Musketeers Mega Knight
Fireball Mega Knight
Fireball Mega Knight
Fireball
Royal Recruits Fireball Barbarian Hut
Fireball Mega Knight
Fireball
Fireball Mega Knight
Fireball
Elite Barbarians Fireball
Fireball
Elite Barbarians Fireball
Fireball Mega Knight
Fireball
Mega Knight
Fireball
Royal Recruits Fireball Barbarian Hut
Fireball Three Musketeers
Fireball
Fireball Three Musketeers Mega Knight
Fireball
Fireball
Elite Barbarians Royal Recruits Three Musketeers Mega Knight
Elite Barbarians Royal Recruits Fireball
Fireball
Royal Recruits Fireball Mega Knight
Fireball Mega Knight

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