My Best Clash Royale Deck

Deck Check Rating

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

7 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 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.

Rascals Flying Machine Goblin Hut Three Musketeers Magic Archer

Defensive buildings

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

Goblin Hut

Investments

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

Rascals Flying Machine Goblin Hut Three Musketeers Magic Archer Mighty Miner

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.

Arrows

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.

Barbarians Rascals Flying Machine Magic Archer Mighty Miner

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 Mighty Miner

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
Three Musketeers Mighty Miner
Giant Snowball
Barbarians Flying Machine Goblin Hut Three Musketeers Mighty Miner
Zap
Flying Machine Goblin Hut Three Musketeers Mighty Miner
Barbarian Barrel
Barbarians Rascals Goblin Hut Three Musketeers Magic Archer
The Log
Barbarians Rascals Goblin Hut Three Musketeers
Earthquake
Barbarians Goblin Hut
Arrows
Rascals Flying Machine Goblin Hut
Royal Delivery
Barbarians Rascals Flying Machine Goblin Hut Three Musketeers Magic Archer
Fireball
Barbarians Rascals Flying Machine Goblin Hut Three Musketeers Magic Archer Mighty Miner
Poison
Barbarians Rascals Flying Machine Goblin Hut Three Musketeers Magic Archer
Lightning
Goblin Hut Three Musketeers Magic Archer Mighty Miner
Rocket
Barbarians Rascals Goblin Hut Three Musketeers Magic Archer Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Mighty Miner

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.

Barbarians 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.

Arrows Flying Machine Magic Archer Mighty Miner Barbarians Rascals Goblin Hut Three Musketeers

Shortest cycle

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

15 Arrows Flying Machine Magic Archer Mighty Miner

Attack Synergies 0 7

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
Mighty Miner
Barbarians
Rascals
Flying Machine Magic Archer
Flying Machine
Rascals Goblin Hut Three Musketeers
Goblin Hut
Flying Machine Three Musketeers Magic Archer
Three Musketeers
Flying Machine Goblin Hut
Magic Archer
Rascals Goblin Hut
Mighty Miner
Arrows

Defense Synergies 0 3

Arrows
Barbarians Goblin Hut
Barbarians
Arrows
Rascals
Flying Machine
Goblin Hut
Goblin Hut
Arrows Flying Machine
Three Musketeers
Magic Archer
Mighty Miner

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.

Flying Machine Goblin Hut Magic Archer
Barbarians Rascals Flying Machine Goblin Hut Three Musketeers
Barbarians Goblin Hut Three Musketeers Rascals
Barbarians Goblin Hut Three Musketeers Rascals
Arrows Barbarians
Arrows Rascals Flying Machine Magic Archer
Three Musketeers Arrows Rascals Flying Machine Goblin Hut Magic Archer
Arrows Barbarians Rascals Flying Machine Magic Archer
Barbarians Three Musketeers Mighty Miner Rascals Goblin Hut
Barbarians Rascals
Barbarians Arrows Rascals Flying Machine Goblin Hut Magic Archer
Arrows Three Musketeers Rascals Flying Machine Goblin Hut Magic Archer
Barbarians Goblin Hut Rascals Flying Machine Three Musketeers
Three Musketeers Arrows Barbarians Rascals Goblin Hut Magic Archer
Barbarians Rascals Goblin Hut Three Musketeers
Barbarians Rascals Goblin Hut Three Musketeers
Barbarians Three Musketeers Arrows Rascals Goblin Hut
Arrows Barbarians Rascals Flying Machine Goblin Hut Three Musketeers Magic Archer
Arrows Barbarians Rascals Flying Machine Goblin Hut Magic Archer
Barbarians Goblin Hut Three Musketeers
Rascals Arrows Barbarians Flying Machine

Counters to secondary win conditions

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

Barbarians Rascals Goblin Hut
Arrows Flying Machine Magic Archer
Barbarians Rascals Goblin Hut
Barbarians Rascals
Barbarians Rascals Goblin Hut Three Musketeers Mighty Miner
Arrows Rascals Flying Machine Goblin Hut Three Musketeers Magic Archer
Rascals Barbarians Flying Machine Goblin Hut
Mighty Miner Barbarians Rascals
Barbarians Flying Machine Goblin Hut Magic Archer
Barbarians Goblin Hut Three Musketeers
Barbarians Rascals Flying Machine Goblin Hut
Arrows Barbarians
Barbarians Rascals Three Musketeers
Barbarians Rascals Flying Machine Three Musketeers Magic Archer
Barbarians Rascals Goblin Hut Flying Machine Three Musketeers Magic Archer Mighty Miner
Arrows Barbarians Rascals Flying Machine Goblin Hut Magic Archer Mighty Miner
Arrows Goblin Hut
Mighty Miner

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 Arrows Rascals Flying Machine
Arrows Flying Machine Magic Archer
Arrows Flying Machine Goblin Hut Magic Archer
Arrows Barbarians Rascals Flying Machine
Arrows Magic Archer
Arrows Flying Machine Magic Archer
Arrows Flying Machine Magic Archer
Arrows Flying Machine Magic Archer
Arrows Flying Machine
Three Musketeers
Arrows Flying Machine Magic Archer
Arrows Flying Machine Magic Archer
Flying Machine Goblin Hut Three Musketeers Magic Archer
Arrows Flying Machine Magic Archer
Arrows Flying Machine Goblin Hut Magic Archer
Arrows Flying Machine Goblin Hut Three Musketeers Magic Archer
Magic Archer Arrows Flying Machine Goblin Hut Three Musketeers
Arrows Three Musketeers
Arrows Flying Machine Three Musketeers Magic Archer
Arrows Flying Machine Magic Archer
Magic Archer
Arrows
Arrows Barbarians Flying Machine
Arrows Magic Archer
Arrows Flying Machine Magic Archer
Arrows Flying Machine Magic Archer
Arrows Magic Archer
Arrows Flying Machine Magic Archer
Flying Machine Goblin Hut
Arrows Magic Archer
Arrows Magic Archer
Mighty Miner
Arrows Magic Archer
Barbarians Flying Machine Goblin Hut Magic Archer
Arrows Flying Machine Three Musketeers Magic Archer
Arrows
Rascals Flying Machine Three Musketeers Magic Archer
Arrows Flying Machine Magic Archer
Arrows
Flying Machine Three Musketeers
Rascals Flying Machine Magic Archer
Flying Machine Magic Archer
Flying Machine Magic Archer

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