My Best Clash Royale Deck

Deck Check Rating

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

1 problems 7 warnings Why?

Deck tips

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

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!
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 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.

Mega Minion Wizard Three Musketeers Goblin Giant

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 Recruits Mega Minion Wizard Three Musketeers Goblin Giant Fisherman

Offensive cards

Win conditions

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

Royal Hogs Three Musketeers Goblin Giant

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.

Elite Barbarians Royal Recruits Royal Hogs Goblin Giant

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.

Elite Barbarians Royal Recruits Royal Hogs Goblin Giant

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 Royal Hogs

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 Royal Hogs Three Musketeers Fisherman
Giant Snowball
Royal Recruits Mega Minion Royal Hogs Three Musketeers Fisherman
Zap
Royal Hogs Three Musketeers Goblin Giant Fisherman
Barbarian Barrel
Elite Barbarians Royal Recruits Wizard Royal Hogs Three Musketeers
The Log
Elite Barbarians Royal Recruits Royal Hogs Three Musketeers Fisherman
Earthquake
Royal Hogs
Arrows
Royal Recruits Royal Hogs
Royal Delivery
Elite Barbarians Royal Recruits Mega Minion Wizard Royal Hogs Three Musketeers Fisherman
Fireball
Elite Barbarians Mega Minion Wizard Royal Hogs Three Musketeers Fisherman
Poison
Royal Recruits Mega Minion Wizard Royal Hogs Three Musketeers Fisherman
Lightning
Elite Barbarians Mega Minion Wizard Three Musketeers Fisherman
Rocket
Elite Barbarians Wizard Royal Hogs Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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 Mega Minion

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

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.

Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mega Minion Fisherman Wizard Royal Hogs Elite Barbarians Goblin Giant Royal Recruits Three Musketeers

Shortest cycle

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

16 Mega Minion Fisherman Wizard Royal Hogs

Attack Synergies 1 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.

Elite Barbarians
Wizard Three Musketeers Goblin Giant
Royal Recruits
Royal Hogs
Mega Minion
Goblin Giant
Wizard
Elite Barbarians Royal Hogs Goblin Giant
Royal Hogs
Royal Recruits Wizard Three Musketeers Fisherman
Three Musketeers
Elite Barbarians Royal Hogs
Goblin Giant
Mega Minion Elite Barbarians Wizard Fisherman
Fisherman
Royal Hogs Goblin Giant

Defense Synergies 0 5

Elite Barbarians
Mega Minion Wizard
Royal Recruits
Mega Minion
Mega Minion
Elite Barbarians Royal Recruits Wizard Fisherman
Wizard
Elite Barbarians Mega Minion
Royal Hogs
Three Musketeers
Goblin Giant
Fisherman
Mega Minion

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.

Royal Recruits Mega Minion Wizard Goblin Giant
Elite Barbarians Royal Recruits Mega Minion Three Musketeers Fisherman
Three Musketeers Fisherman Elite Barbarians Royal Recruits Mega Minion
Elite Barbarians Royal Recruits Three Musketeers Mega Minion Fisherman
Elite Barbarians Royal Recruits
Mega Minion
Mega Minion Three Musketeers Wizard
Royal Recruits Goblin Giant
Three Musketeers Elite Barbarians Royal Recruits Fisherman
Elite Barbarians Royal Recruits Fisherman
Royal Recruits Mega Minion Wizard Goblin Giant Fisherman
Mega Minion Three Musketeers Wizard
Royal Recruits Elite Barbarians Wizard Three Musketeers
Wizard Three Musketeers Royal Recruits Mega Minion
Elite Barbarians Royal Recruits Three Musketeers
Elite Barbarians Royal Recruits Three Musketeers Fisherman
Wizard Three Musketeers Elite Barbarians Royal Recruits Fisherman
Elite Barbarians Royal Recruits Mega Minion Wizard Three Musketeers Fisherman
Wizard Royal Recruits Mega Minion Fisherman
Elite Barbarians Royal Recruits Three Musketeers Fisherman
Royal Recruits Wizard Elite Barbarians Goblin Giant Fisherman

Counters to secondary win conditions

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

Royal Recruits Elite Barbarians Fisherman
Elite Barbarians Mega Minion Wizard Fisherman
Royal Recruits Elite Barbarians Goblin Giant Fisherman
Royal Recruits Elite Barbarians Goblin Giant Fisherman
Royal Recruits Elite Barbarians Three Musketeers Goblin Giant Fisherman
Wizard Three Musketeers Goblin Giant
Royal Recruits Elite Barbarians Mega Minion Goblin Giant
Elite Barbarians Royal Recruits Goblin Giant Fisherman
Royal Recruits Elite Barbarians Mega Minion
Royal Recruits Mega Minion Three Musketeers Goblin Giant
Elite Barbarians Royal Recruits Mega Minion
Royal Recruits Elite Barbarians Goblin Giant
Elite Barbarians Royal Recruits Wizard Three Musketeers Goblin Giant
Royal Recruits Wizard Three Musketeers
Elite Barbarians Royal Recruits Mega Minion Three Musketeers Goblin Giant Fisherman
Elite Barbarians Royal Recruits Mega Minion Wizard

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.)

Royal Recruits
Fisherman
Goblin Giant
Royal Recruits
Wizard
Wizard Mega Minion Goblin Giant
Wizard
Wizard
Wizard Fisherman
Elite Barbarians Three Musketeers Fisherman
Royal Recruits Wizard Fisherman
Wizard
Elite Barbarians Three Musketeers Fisherman
Fisherman
Elite Barbarians Fisherman
Wizard Three Musketeers
Royal Recruits Wizard Three Musketeers
Three Musketeers
Fisherman
Mega Minion Wizard Three Musketeers Fisherman
Wizard
Wizard
Fisherman
Royal Recruits
Wizard
Mega Minion Fisherman
Wizard Fisherman
Wizard Fisherman
Fisherman
Elite Barbarians Wizard
Mega Minion Wizard
Elite Barbarians Mega Minion
Wizard
Wizard
Royal Recruits
Mega Minion Wizard Three Musketeers
Mega Minion Wizard Three Musketeers
Wizard
Elite Barbarians Royal Recruits Mega Minion Three Musketeers
Elite Barbarians Royal Recruits
Royal Recruits Goblin Giant

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