My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

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

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 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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Minion Horde Wizard Three Musketeers Phoenix Magic Archer

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.

Wizard Three Musketeers Electro Giant Phoenix Magic Archer

Offensive cards

Win conditions

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

Three Musketeers Electro Giant

Damage spells

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

Rage

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.

Minion Horde Electro Giant Phoenix Magic Archer

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.

Magic Archer

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
Minion Horde Three Musketeers Guards Phoenix
Giant Snowball
Minion Horde Three Musketeers Guards
Zap
Minion Horde Three Musketeers Guards
Barbarian Barrel
Wizard Three Musketeers Guards Magic Archer
The Log
Three Musketeers Guards
Earthquake
Guards
Arrows
Minion Horde Guards
Royal Delivery
Minion Horde Wizard Three Musketeers Guards Magic Archer
Fireball
Minion Horde Wizard Three Musketeers Magic Archer
Poison
Minion Horde Wizard Three Musketeers Guards Phoenix Magic Archer
Lightning
Wizard Three Musketeers Phoenix Magic Archer
Rocket
Minion Horde Wizard Three Musketeers Phoenix Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Electro Giant Magic Archer

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.

Rage Guards Electro 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.

Minion Horde 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Guards Phoenix Magic Archer Minion Horde Wizard Electro Giant Three Musketeers

Shortest cycle

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

13 Rage Guards Phoenix Magic Archer

Attack Synergies 1 4

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.

Minion Horde
Rage
Wizard
Rage
Three Musketeers
Rage Guards
Rage
Minion Horde Wizard Three Musketeers Phoenix
Guards
Three Musketeers
Electro Giant
Phoenix
Rage
Magic Archer

Defense Synergies 0 2

Minion Horde
Wizard
Guards
Three Musketeers
Rage
Guards
Wizard Magic Archer
Electro Giant
Phoenix
Magic Archer
Guards

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.

Minion Horde Wizard Magic Archer
Minion Horde Three Musketeers Phoenix
Minion Horde Three Musketeers
Minion Horde Three Musketeers Guards Phoenix
Guards Magic Archer
Minion Horde Three Musketeers Wizard Phoenix Magic Archer
Electro Giant Phoenix Magic Archer
Minion Horde Three Musketeers Phoenix
Guards Minion Horde Phoenix
Minion Horde Guards Wizard Electro Giant Magic Archer
Minion Horde Three Musketeers Wizard Phoenix Magic Archer
Minion Horde Wizard Three Musketeers Guards
Wizard Three Musketeers Minion Horde Guards Magic Archer
Minion Horde Three Musketeers Phoenix
Minion Horde Three Musketeers Electro Giant
Minion Horde Wizard Three Musketeers
Minion Horde Wizard Three Musketeers Guards Magic Archer
Wizard Guards Magic Archer
Three Musketeers Phoenix
Wizard Minion Horde Guards Electro Giant

Counters to secondary win conditions

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

Guards Electro Giant
Wizard Phoenix Magic Archer
Guards Minion Horde
Guards Minion Horde Phoenix
Minion Horde Three Musketeers Guards Phoenix
Wizard Electro Giant Minion Horde Three Musketeers Magic Archer
Guards Minion Horde Phoenix
Minion Horde Phoenix
Minion Horde Phoenix Magic Archer
Minion Horde Three Musketeers Guards Phoenix
Minion Horde Guards Phoenix
Guards Electro Giant Phoenix
Minion Horde Wizard Three Musketeers Guards
Wizard Minion Horde Three Musketeers Electro Giant Magic Archer
Guards Electro Giant Phoenix Minion Horde Three Musketeers Magic Archer
Minion Horde Wizard Electro Giant Phoenix Magic Archer

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.)

Magic Archer Minion Horde Guards
Magic Archer
Minion Horde Magic Archer
Guards
Wizard Minion Horde Magic Archer
Wizard Electro Giant Minion Horde Magic Archer
Minion Horde Wizard Magic Archer
Wizard Magic Archer
Wizard
Minion Horde Three Musketeers Guards
Minion Horde Wizard Magic Archer
Wizard Magic Archer
Three Musketeers Magic Archer
Minion Horde Magic Archer
Magic Archer
Minion Horde Wizard Three Musketeers Magic Archer
Magic Archer Minion Horde Wizard Three Musketeers
Three Musketeers
Minion Horde
Wizard Three Musketeers Magic Archer
Wizard Electro Giant Magic Archer
Minion Horde Magic Archer
Wizard
Minion Horde
Electro Giant Wizard Magic Archer
Minion Horde
Wizard Magic Archer
Wizard Magic Archer
Magic Archer
Minion Horde Wizard Electro Giant Magic Archer
Minion Horde Wizard Guards Electro Giant
Minion Horde
Minion Horde Wizard Magic Archer
Minion Horde Magic Archer
Minion Horde
Wizard Magic Archer
Minion Horde Guards Magic Archer
Wizard Three Musketeers Magic Archer
Minion Horde Wizard Three Musketeers Magic Archer
Wizard Magic Archer
Electro Giant
Minion Horde Three Musketeers
Electro Giant Minion Horde Guards Magic Archer
Magic Archer
Electro Giant Magic Archer

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