My Best Clash Royale Deck

Deck Check Rating

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

1 problems 7 warnings Why?

Missing cards in your collection

Void

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.

Firecracker Tesla Three Musketeers Baby Dragon Mother Witch

Defensive buildings

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

Tesla

Investments

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

Firecracker Tesla Royal Giant Battle Ram Three Musketeers Baby Dragon Mother Witch

Offensive cards

Win conditions

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

Royal Giant Battle Ram Three Musketeers

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.

Royal Giant Elite Barbarians Battle Ram

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 Giant Elite Barbarians Battle Ram Baby Dragon

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 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
Royal Giant Elite Barbarians Battle Ram Three Musketeers
Giant Snowball
Battle Ram Three Musketeers Baby Dragon
Zap
Firecracker Royal Giant Battle Ram Three Musketeers
Barbarian Barrel
Firecracker Tesla Elite Barbarians Battle Ram Three Musketeers
The Log
Firecracker Royal Giant Elite Barbarians Battle Ram Three Musketeers
Earthquake
Firecracker Tesla
Arrows
Firecracker
Royal Delivery
Firecracker Elite Barbarians Battle Ram Three Musketeers Baby Dragon Mother Witch
Fireball
Firecracker Tesla Elite Barbarians Battle Ram Three Musketeers Baby Dragon Mother Witch
Poison
Firecracker Three Musketeers Mother Witch
Lightning
Tesla Elite Barbarians Battle Ram Three Musketeers Baby Dragon Mother Witch
Rocket
Elite Barbarians Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Firecracker Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Baby Dragon

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.

Battle Ram Baby Dragon Mother Witch

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 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.

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Firecracker Tesla Battle Ram Baby Dragon Mother Witch Royal Giant Elite Barbarians Three Musketeers

Shortest cycle

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

15 Firecracker Tesla Battle Ram Baby Dragon

Attack Synergies 2 11

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.

Firecracker
Royal Giant Elite Barbarians Battle Ram Three Musketeers Baby Dragon
Tesla
Royal Giant
Firecracker Mother Witch Elite Barbarians Baby Dragon
Elite Barbarians
Firecracker Royal Giant Battle Ram Three Musketeers
Battle Ram
Firecracker Elite Barbarians Three Musketeers Baby Dragon Mother Witch
Three Musketeers
Firecracker Elite Barbarians Battle Ram
Baby Dragon
Firecracker Royal Giant Battle Ram
Mother Witch
Royal Giant Battle Ram

Defense Synergies 1 5

Firecracker
Tesla Baby Dragon
Tesla
Firecracker Baby Dragon Mother Witch
Royal Giant
Elite Barbarians
Mother Witch
Battle Ram
Three Musketeers
Baby Dragon
Firecracker Tesla Mother Witch
Mother Witch
Elite Barbarians Tesla Baby Dragon

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 Tesla Baby Dragon
Elite Barbarians Firecracker Tesla Three Musketeers
Tesla Three Musketeers Elite Barbarians
Tesla Elite Barbarians Three Musketeers Firecracker
Firecracker Elite Barbarians
Firecracker Tesla Baby Dragon Mother Witch
Tesla Three Musketeers Firecracker Baby Dragon
Tesla Baby Dragon
Tesla Three Musketeers Elite Barbarians
Elite Barbarians Firecracker Tesla
Mother Witch Firecracker Tesla Baby Dragon
Tesla Three Musketeers Firecracker Baby Dragon
Tesla Elite Barbarians Three Musketeers
Three Musketeers Firecracker Tesla Baby Dragon
Elite Barbarians Tesla Three Musketeers
Tesla Elite Barbarians Three Musketeers
Tesla Three Musketeers Firecracker Elite Barbarians
Tesla Firecracker Elite Barbarians Three Musketeers Baby Dragon
Baby Dragon Firecracker Tesla Mother Witch
Tesla Elite Barbarians Three Musketeers
Firecracker Tesla Elite Barbarians Baby Dragon Mother Witch

Counters to secondary win conditions

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

Tesla Elite Barbarians
Firecracker Tesla Elite Barbarians Baby Dragon
Elite Barbarians
Tesla Elite Barbarians
Tesla Elite Barbarians Three Musketeers
Firecracker Mother Witch Tesla Three Musketeers Baby Dragon
Tesla Elite Barbarians
Tesla Elite Barbarians
Firecracker Elite Barbarians Baby Dragon
Tesla Three Musketeers
Tesla Elite Barbarians
Elite Barbarians
Elite Barbarians Tesla Three Musketeers
Firecracker Tesla Three Musketeers Baby Dragon
Tesla Elite Barbarians Firecracker Three Musketeers Baby Dragon
Firecracker Tesla Elite Barbarians Baby Dragon Mother Witch

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.)

Firecracker Baby Dragon
Firecracker Baby Dragon
Baby Dragon
Firecracker
Firecracker Baby Dragon
Firecracker Mother Witch Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker
Elite Barbarians Three Musketeers
Firecracker
Firecracker Baby Dragon
Firecracker Elite Barbarians Three Musketeers Baby Dragon
Firecracker Baby Dragon
Firecracker Elite Barbarians Baby Dragon
Firecracker Three Musketeers Baby Dragon
Firecracker Three Musketeers Baby Dragon
Three Musketeers
Firecracker Three Musketeers Baby Dragon
Firecracker Baby Dragon Mother Witch
Baby Dragon
Baby Dragon
Firecracker Mother Witch Baby Dragon
Firecracker Baby Dragon
Baby Dragon
Firecracker Baby Dragon
Elite Barbarians Firecracker Baby Dragon Mother Witch
Firecracker
Elite Barbarians
Firecracker
Firecracker
Firecracker Three Musketeers Baby Dragon
Firecracker Three Musketeers Baby Dragon
Firecracker Baby Dragon
Firecracker Elite Barbarians Three Musketeers
Firecracker Elite Barbarians Baby Dragon
Firecracker
Firecracker Baby Dragon

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