My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Three Musketeers Electro Dragon

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.

Firecracker Royal Recruits Elixir Golem Three Musketeers Electro Dragon Electro Giant

Offensive cards

Win conditions

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

Elixir Golem Three Musketeers Electro Giant

Damage spells

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

Arrows

Punishments

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

Royal Recruits Elixir Golem Electro 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.

Royal Recruits Elixir Golem Battle Healer Electro 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.

Firecracker Electro Dragon

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
Royal Recruits Elixir Golem Three Musketeers
Giant Snowball
Royal Recruits Three Musketeers Electro Dragon
Zap
Firecracker Three Musketeers
Barbarian Barrel
Firecracker Royal Recruits Elixir Golem Three Musketeers
The Log
Firecracker Royal Recruits Elixir Golem Three Musketeers
Earthquake
Firecracker Elixir Golem
Arrows
Firecracker Royal Recruits
Royal Delivery
Firecracker Royal Recruits Elixir Golem Battle Healer Three Musketeers Electro Dragon
Fireball
Firecracker Elixir Golem Battle Healer Three Musketeers Electro Dragon
Poison
Firecracker Royal Recruits Elixir Golem Battle Healer Three Musketeers Electro Dragon
Lightning
Battle Healer Three Musketeers Electro Dragon
Rocket
Battle Healer Three Musketeers Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Electro Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Electro Dragon Electro Giant

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 Royal Recruits Elixir Golem Battle Healer 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.

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.

Arrows Firecracker Elixir Golem Battle Healer Electro Dragon Royal Recruits Electro Giant Three Musketeers

Shortest cycle

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

13 Arrows Firecracker Elixir Golem Battle Healer

Attack Synergies 3 10

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.

Arrows
Elixir Golem Battle Healer
Firecracker
Elixir Golem Royal Recruits Battle Healer Three Musketeers
Royal Recruits
Firecracker Battle Healer Electro Dragon
Elixir Golem
Firecracker Battle Healer Arrows Three Musketeers Electro Dragon
Battle Healer
Elixir Golem Electro Dragon Arrows Firecracker Royal Recruits Three Musketeers
Three Musketeers
Firecracker Elixir Golem Battle Healer
Electro Dragon
Battle Healer Royal Recruits Elixir Golem
Electro Giant

Defense Synergies 1 4

Arrows
Battle Healer
Firecracker
Royal Recruits Battle Healer Electro Dragon
Royal Recruits
Firecracker
Elixir Golem
Battle Healer
Electro Dragon Arrows Firecracker
Three Musketeers
Electro Dragon
Battle Healer Firecracker
Electro Giant

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.

Firecracker Royal Recruits Electro Dragon
Firecracker Royal Recruits Battle Healer Three Musketeers Electro Dragon
Three Musketeers Royal Recruits Electro Dragon
Royal Recruits Three Musketeers Firecracker Electro Dragon
Arrows Firecracker Royal Recruits Battle Healer
Arrows Firecracker Electro Dragon
Three Musketeers Arrows Firecracker Electro Dragon
Arrows Royal Recruits Battle Healer Electro Dragon Electro Giant
Three Musketeers Royal Recruits
Firecracker Royal Recruits Battle Healer
Arrows Firecracker Royal Recruits Electro Dragon Electro Giant
Arrows Three Musketeers Firecracker Electro Dragon
Royal Recruits Battle Healer Three Musketeers Electro Dragon
Three Musketeers Arrows Firecracker Royal Recruits Electro Dragon
Royal Recruits Three Musketeers
Royal Recruits Three Musketeers Electro Giant
Three Musketeers Arrows Firecracker Royal Recruits Electro Dragon
Arrows Firecracker Royal Recruits Battle Healer Three Musketeers Electro Dragon
Arrows Firecracker Royal Recruits Battle Healer Electro Dragon
Royal Recruits Three Musketeers
Royal Recruits Arrows Firecracker Battle Healer Electro Dragon Electro Giant

Counters to secondary win conditions

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

Royal Recruits Battle Healer Electro Giant
Arrows Firecracker Battle Healer Electro Dragon
Royal Recruits Battle Healer Electro Dragon
Royal Recruits Battle Healer
Royal Recruits Battle Healer Three Musketeers
Arrows Firecracker Electro Giant Three Musketeers Electro Dragon
Royal Recruits Battle Healer
Royal Recruits Battle Healer
Royal Recruits Electro Dragon Firecracker
Royal Recruits Three Musketeers
Royal Recruits Electro Dragon
Royal Recruits Arrows Electro Giant
Royal Recruits Three Musketeers
Royal Recruits Firecracker Three Musketeers Electro Dragon Electro Giant
Royal Recruits Electro Dragon Electro Giant Firecracker Battle Healer Three Musketeers
Arrows Firecracker Royal Recruits Battle Healer Electro Dragon Electro Giant
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 Firecracker Royal Recruits Electro Dragon
Arrows Firecracker Electro Dragon
Arrows Electro Dragon
Arrows Firecracker Royal Recruits
Arrows Firecracker
Arrows Firecracker Electro Giant Electro Dragon
Arrows Firecracker
Arrows Firecracker Electro Dragon
Arrows Firecracker Electro Dragon
Three Musketeers Electro Dragon
Firecracker Arrows Royal Recruits Electro Dragon
Arrows Firecracker Electro Dragon
Firecracker Three Musketeers
Arrows Firecracker Electro Dragon
Arrows Firecracker
Arrows Firecracker Three Musketeers Electro Dragon
Arrows Firecracker Royal Recruits Three Musketeers Electro Dragon
Arrows Three Musketeers
Arrows Firecracker Three Musketeers Electro Dragon
Arrows Firecracker Electro Dragon Electro Giant
Arrows
Arrows Royal Recruits Electro Dragon
Arrows Firecracker Electro Giant Electro Dragon
Arrows Firecracker Electro Dragon
Arrows Electro Dragon
Arrows Firecracker
Arrows Firecracker Electro Dragon Electro Giant
Electro Dragon Firecracker Electro Giant
Arrows Electro Dragon
Arrows Firecracker Electro Dragon
Arrows Firecracker
Royal Recruits Electro Dragon
Arrows Firecracker Three Musketeers Electro Dragon
Arrows
Firecracker Three Musketeers Electro Dragon
Arrows Firecracker Electro Dragon
Arrows Electro Giant
Firecracker Royal Recruits Three Musketeers Electro Dragon
Electro Dragon Electro Giant Firecracker Royal Recruits
Firecracker Electro Dragon
Electro Dragon Firecracker Royal Recruits Electro Giant
Firecracker Electro Dragon

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