My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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:

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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.

Archers 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.

Archers Royal Recruits Battle Ram Giant Three Musketeers P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram Giant Three Musketeers

Damage spells

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

Arrows Poison

Punishments

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

Royal Recruits Battle Ram Giant

Pump responses

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

Poison

Dropped at the bridge

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

Royal Recruits Battle Ram Giant P.E.K.K.A

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
Archers Royal Recruits Battle Ram Giant Three Musketeers
Giant Snowball
Archers Royal Recruits Battle Ram Three Musketeers
Zap
Archers Battle Ram Three Musketeers
Barbarian Barrel
Archers Royal Recruits Battle Ram Three Musketeers
The Log
Archers Royal Recruits Battle Ram Three Musketeers
Earthquake
Archers
Arrows
Archers Royal Recruits
Royal Delivery
Archers Royal Recruits Battle Ram Three Musketeers P.E.K.K.A
Fireball
Archers Battle Ram Three Musketeers
Poison
Archers Royal Recruits Three Musketeers
Lightning
Battle Ram Three Musketeers
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Arrows Poison

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Poison

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 Battle Ram Poison P.E.K.K.A

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.

Archers Arrows Battle Ram Poison Giant Royal Recruits P.E.K.K.A Three Musketeers

Shortest cycle

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

14 Archers Arrows Battle Ram Poison

Attack Synergies 5 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.

Archers
Arrows Royal Recruits Battle Ram Giant P.E.K.K.A
Arrows
Giant P.E.K.K.A Archers Battle Ram
Royal Recruits
Archers Battle Ram
Battle Ram
Poison Archers Arrows Royal Recruits Three Musketeers P.E.K.K.A
Giant
Arrows Poison Archers Three Musketeers
Three Musketeers
Battle Ram Giant
Poison
Battle Ram Giant P.E.K.K.A
P.E.K.K.A
Arrows Poison Archers Battle Ram

Defense Synergies 0 3

Archers
Royal Recruits P.E.K.K.A
Arrows
P.E.K.K.A
Royal Recruits
Archers
Battle Ram
Giant
Three Musketeers
Poison
P.E.K.K.A
Archers Arrows

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.

Royal Recruits
P.E.K.K.A Royal Recruits Three Musketeers
Three Musketeers P.E.K.K.A Archers Royal Recruits
Royal Recruits Three Musketeers P.E.K.K.A
Arrows Royal Recruits Poison P.E.K.K.A
Arrows Archers
Three Musketeers Archers Arrows Poison
Arrows Royal Recruits Poison P.E.K.K.A
Three Musketeers P.E.K.K.A Royal Recruits
Archers Royal Recruits
Archers Poison Arrows Royal Recruits
Arrows Three Musketeers Archers Poison
Royal Recruits P.E.K.K.A Three Musketeers
Three Musketeers Arrows Royal Recruits Poison P.E.K.K.A
Royal Recruits P.E.K.K.A Three Musketeers
Royal Recruits Three Musketeers P.E.K.K.A
Three Musketeers Arrows Royal Recruits Poison P.E.K.K.A
Arrows Archers Royal Recruits Three Musketeers
Arrows Poison Archers Royal Recruits
P.E.K.K.A Royal Recruits Three Musketeers
Royal Recruits Archers Arrows Poison P.E.K.K.A

Counters to secondary win conditions

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

Royal Recruits Archers P.E.K.K.A
Poison Archers Arrows
Royal Recruits P.E.K.K.A
Royal Recruits P.E.K.K.A
Royal Recruits P.E.K.K.A Three Musketeers
Arrows Poison Archers Three Musketeers
Royal Recruits P.E.K.K.A Archers
P.E.K.K.A Royal Recruits
Royal Recruits P.E.K.K.A Poison
Royal Recruits P.E.K.K.A Three Musketeers
P.E.K.K.A Royal Recruits
Royal Recruits P.E.K.K.A Arrows Poison
Royal Recruits P.E.K.K.A Three Musketeers
Royal Recruits Archers Three Musketeers
Royal Recruits Archers Three Musketeers Poison P.E.K.K.A
Arrows Poison Archers Royal Recruits P.E.K.K.A
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.)

Poison Arrows Royal Recruits
Arrows Poison
Arrows Poison
Arrows Royal Recruits Poison
Poison Arrows
Arrows Poison
Archers Arrows Poison
Arrows Poison
Arrows Poison
Three Musketeers Poison
Poison Arrows Royal Recruits
Poison Archers Arrows
Poison Three Musketeers
Arrows Poison
Arrows Poison
Arrows Three Musketeers Poison
Arrows Royal Recruits Three Musketeers Poison
Arrows Three Musketeers Poison
Archers Arrows Three Musketeers Poison
Arrows Poison
Poison
Arrows Poison
Arrows Royal Recruits Poison
Arrows Poison
Arrows Poison
Arrows Poison
Poison Arrows
Poison Archers Arrows
Poison
Poison Arrows
Arrows Poison
P.E.K.K.A
Arrows Poison
Archers Royal Recruits
Poison Archers Arrows Three Musketeers
Arrows
Poison Three Musketeers
Arrows Poison
Arrows Poison
Royal Recruits Three Musketeers P.E.K.K.A
Royal Recruits Poison
Poison
Poison Royal Recruits

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