My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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!

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

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.

Mega Minion Wizard Three Musketeers P.E.K.K.A Golem

Offensive cards

Win conditions

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

Three Musketeers Golem

Damage spells

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

Zap Fireball

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblins P.E.K.K.A Golem

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.

Golem

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
Giant Snowball
Goblins Mega Minion Three Musketeers
Zap
Goblins Three Musketeers
Barbarian Barrel
Goblins Wizard Three Musketeers
The Log
Goblins Three Musketeers
Earthquake
Arrows
Goblins
Royal Delivery
Goblins Mega Minion Wizard Three Musketeers P.E.K.K.A
Fireball
Mega Minion Wizard Three Musketeers
Poison
Mega Minion Wizard Three Musketeers
Lightning
Mega Minion Wizard Three Musketeers
Rocket
Wizard Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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.

Mega Minion P.E.K.K.A Golem

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.

Fireball

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.

Goblins Fireball 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.

Goblins Zap Mega Minion Fireball Wizard P.E.K.K.A Golem Three Musketeers

Shortest cycle

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

11 Goblins Zap Mega Minion Fireball

Attack Synergies 5 6

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.

Goblins
Zap
Zap
Mega Minion Fireball P.E.K.K.A Goblins Three Musketeers Golem
Mega Minion
Zap Golem Fireball
Fireball
Zap Golem Mega Minion
Wizard
P.E.K.K.A Golem
Three Musketeers
Zap
P.E.K.K.A
Zap Wizard
Golem
Mega Minion Fireball Zap Wizard

Defense Synergies 2 7

Goblins
Zap Mega Minion Wizard
Zap
Mega Minion Fireball Goblins Three Musketeers P.E.K.K.A
Mega Minion
Zap Goblins Wizard
Fireball
Zap
Wizard
Goblins Mega Minion P.E.K.K.A
Three Musketeers
Zap
P.E.K.K.A
Zap Wizard
Golem

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.

Zap Mega Minion Fireball Wizard
P.E.K.K.A Goblins Zap Mega Minion Three Musketeers
Three Musketeers P.E.K.K.A Goblins Mega Minion
Three Musketeers P.E.K.K.A Goblins Mega Minion
Fireball P.E.K.K.A
Fireball Goblins Zap Mega Minion
Mega Minion Three Musketeers Zap Fireball Wizard
Zap Fireball P.E.K.K.A
Three Musketeers P.E.K.K.A Goblins
Goblins
Goblins Zap Mega Minion Fireball Wizard
Mega Minion Three Musketeers Zap Fireball Wizard
P.E.K.K.A Zap Fireball Wizard Three Musketeers
Fireball Wizard Three Musketeers Goblins Zap Mega Minion P.E.K.K.A
P.E.K.K.A Three Musketeers
Zap Fireball Three Musketeers P.E.K.K.A
Wizard Three Musketeers Goblins Fireball P.E.K.K.A
Fireball Goblins Zap Mega Minion Wizard Three Musketeers
Zap Wizard Mega Minion Fireball
P.E.K.K.A Three Musketeers
Wizard Goblins Fireball P.E.K.K.A

Counters to secondary win conditions

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

Goblins Zap Fireball P.E.K.K.A
Fireball Zap Mega Minion Wizard
P.E.K.K.A Goblins Zap
P.E.K.K.A Zap Fireball
P.E.K.K.A Three Musketeers
Fireball Wizard Zap Three Musketeers
P.E.K.K.A Goblins Mega Minion Fireball
P.E.K.K.A
Zap P.E.K.K.A Goblins Mega Minion Fireball
P.E.K.K.A Mega Minion Three Musketeers
P.E.K.K.A Mega Minion
P.E.K.K.A Zap Fireball
P.E.K.K.A Fireball Wizard Three Musketeers
Wizard Fireball Three Musketeers
Goblins Zap Mega Minion Fireball Three Musketeers P.E.K.K.A
Zap Mega Minion Fireball Wizard P.E.K.K.A

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.)

Fireball
Fireball Zap
Fireball
Fireball
Fireball Wizard Zap
Fireball Wizard Zap Mega Minion
Wizard
Fireball Zap Wizard
Fireball Zap Wizard
Goblins Fireball Three Musketeers
Zap Fireball Wizard
Fireball Zap Wizard
Fireball Three Musketeers
Fireball
Zap Fireball
Zap Fireball Wizard Three Musketeers
Fireball Wizard Three Musketeers
Fireball Three Musketeers
Zap Mega Minion Fireball Wizard Three Musketeers
Zap Fireball Wizard
Fireball
Fireball Wizard
Zap Fireball
Zap Fireball Wizard
Mega Minion
Fireball Zap Wizard
Fireball Zap Wizard
Fireball Zap
Zap Fireball Wizard
Zap Mega Minion Fireball Wizard
Mega Minion Fireball
Zap Fireball Wizard
Zap Fireball
P.E.K.K.A
Fireball Wizard
Zap Fireball
Fireball Zap Mega Minion Wizard Three Musketeers
Fireball
Fireball Mega Minion Wizard Three Musketeers
Zap Fireball Wizard
Zap Fireball
Mega Minion Three Musketeers P.E.K.K.A
Zap Fireball
Zap Fireball
Zap Fireball

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