My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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!
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.

Wizard Three Musketeers

Defensive buildings

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

Barbarian Hut

Investments

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

Royal Recruits Wizard Barbarian Hut Elixir Collector 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.

Lightning

Punishments

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

Royal Recruits

Pump responses

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

Elixir Collector Lightning

Dropped at the bridge

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

Royal Recruits 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
Royal Recruits Three Musketeers
Giant Snowball
Royal Recruits Three Musketeers
Zap
Three Musketeers
Barbarian Barrel
Royal Recruits Wizard Barbarian Hut Three Musketeers
The Log
Royal Recruits Barbarian Hut Three Musketeers
Earthquake
Barbarian Hut Elixir Collector
Arrows
Royal Recruits
Royal Delivery
Royal Recruits Wizard Three Musketeers P.E.K.K.A
Fireball
Wizard Barbarian Hut Elixir Collector Three Musketeers
Poison
Royal Recruits Wizard Barbarian Hut Elixir Collector Three Musketeers
Lightning
Wizard Barbarian Hut Elixir Collector Three Musketeers
Rocket
Wizard Barbarian Hut Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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.

Royal Recruits Elixir Collector P.E.K.K.A Golem

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Wizard Barbarian Hut Elixir Collector Lightning Royal Recruits P.E.K.K.A Golem Three Musketeers

Shortest cycle

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

23 Wizard Barbarian Hut Elixir Collector Lightning

Attack Synergies 1 3

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.

Royal Recruits
Wizard
P.E.K.K.A Golem
Barbarian Hut
Three Musketeers
Elixir Collector
Three Musketeers
Barbarian Hut
Lightning
Golem
P.E.K.K.A
Wizard
Golem
Lightning Wizard

Defense Synergies 0 1

Royal Recruits
Wizard
P.E.K.K.A
Barbarian Hut
Elixir Collector
Three Musketeers
Lightning
P.E.K.K.A
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.

Barbarian Hut Lightning Royal Recruits Wizard
Barbarian Hut P.E.K.K.A Royal Recruits Three Musketeers
Barbarian Hut Three Musketeers P.E.K.K.A Royal Recruits Lightning
Royal Recruits Barbarian Hut Three Musketeers P.E.K.K.A
Lightning Royal Recruits P.E.K.K.A
Three Musketeers Lightning Wizard Barbarian Hut
Barbarian Hut Lightning Royal Recruits P.E.K.K.A
Barbarian Hut Three Musketeers P.E.K.K.A Royal Recruits
Royal Recruits
Royal Recruits Wizard
Three Musketeers Wizard Barbarian Hut
Royal Recruits Barbarian Hut P.E.K.K.A Wizard Three Musketeers Lightning
Wizard Barbarian Hut Three Musketeers Royal Recruits P.E.K.K.A
Royal Recruits Barbarian Hut P.E.K.K.A Three Musketeers
Barbarian Hut Royal Recruits Three Musketeers Lightning P.E.K.K.A
Wizard Barbarian Hut Three Musketeers Royal Recruits P.E.K.K.A
Royal Recruits Wizard Barbarian Hut Three Musketeers
Wizard Royal Recruits Barbarian Hut
Barbarian Hut P.E.K.K.A Royal Recruits Three Musketeers
Royal Recruits Wizard 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 Barbarian Hut P.E.K.K.A
Wizard Lightning
Royal Recruits P.E.K.K.A Barbarian Hut Lightning
Royal Recruits Lightning P.E.K.K.A Barbarian Hut
Royal Recruits Barbarian Hut P.E.K.K.A Three Musketeers
Wizard Three Musketeers
Royal Recruits P.E.K.K.A Barbarian Hut Lightning
P.E.K.K.A Royal Recruits Barbarian Hut
Royal Recruits Lightning P.E.K.K.A Barbarian Hut
Royal Recruits P.E.K.K.A Barbarian Hut Three Musketeers
P.E.K.K.A Royal Recruits
Royal Recruits Lightning P.E.K.K.A
Royal Recruits Lightning P.E.K.K.A Wizard Barbarian Hut Three Musketeers
Royal Recruits Wizard Barbarian Hut Three Musketeers
Royal Recruits Barbarian Hut Three Musketeers Lightning P.E.K.K.A
Royal Recruits Wizard Barbarian Hut 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.)

Lightning Royal Recruits Barbarian Hut
Lightning Barbarian Hut
Lightning Royal Recruits Barbarian Hut
Wizard
Wizard
Wizard
Wizard Barbarian Hut Lightning
Wizard Lightning
Lightning Three Musketeers
Lightning Royal Recruits Wizard
Lightning Wizard
Lightning Barbarian Hut Three Musketeers
Lightning
Lightning Barbarian Hut
Lightning Wizard Barbarian Hut Three Musketeers
Lightning Royal Recruits Wizard Barbarian Hut Three Musketeers
Lightning Three Musketeers
Lightning
Lightning Wizard Three Musketeers
Lightning Wizard
Lightning
Lightning Wizard
Lightning
Lightning Royal Recruits Barbarian Hut
Wizard
Wizard Lightning
Lightning Wizard
Lightning
Lightning Wizard
Lightning Wizard
Lightning
Lightning Wizard
Lightning
P.E.K.K.A
Wizard Lightning
Lightning Royal Recruits Barbarian Hut
Lightning Wizard Three Musketeers
Lightning Wizard Three Musketeers
Wizard Lightning
Lightning
Royal Recruits Three Musketeers P.E.K.K.A
Royal Recruits Lightning
Lightning
Lightning Royal Recruits

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