My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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.

Minion Horde Three Musketeers Witch

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.

Elixir Collector Three Musketeers Witch P.E.K.K.A

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 Rage

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Barbarians Minion Horde 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
Minion Horde Three Musketeers
Giant Snowball
Barbarians Minion Horde Three Musketeers Witch
Zap
Minion Horde Three Musketeers Witch
Barbarian Barrel
Barbarians Three Musketeers Witch
The Log
Barbarians Three Musketeers Witch
Earthquake
Barbarians Elixir Collector Witch
Arrows
Minion Horde Witch
Royal Delivery
Barbarians Minion Horde Three Musketeers Witch P.E.K.K.A
Fireball
Barbarians Minion Horde Elixir Collector Three Musketeers Witch
Poison
Barbarians Minion Horde Elixir Collector Three Musketeers Witch
Lightning
Elixir Collector Three Musketeers Witch
Rocket
Barbarians Minion Horde Elixir Collector Three Musketeers Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Elixir Collector Rage 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.

Barbarians Minion Horde Three Musketeers Witch

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.

Rage Arrows Barbarians Minion Horde Witch Elixir Collector P.E.K.K.A Three Musketeers

Shortest cycle

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

15 Rage Arrows Barbarians Minion Horde

Attack Synergies 3 2

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
P.E.K.K.A
Barbarians
Minion Horde
Rage
Elixir Collector
Three Musketeers
Rage
Rage
Minion Horde Witch Three Musketeers
Witch
Rage P.E.K.K.A
P.E.K.K.A
Arrows Witch

Defense Synergies 0 3

Arrows
Barbarians P.E.K.K.A
Barbarians
Arrows Minion Horde
Minion Horde
Barbarians
Elixir Collector
Three Musketeers
Rage
Witch
P.E.K.K.A
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.

Minion Horde
Barbarians Minion Horde P.E.K.K.A Three Musketeers Witch
Barbarians Minion Horde Three Musketeers Witch P.E.K.K.A
Barbarians Minion Horde Three Musketeers Witch P.E.K.K.A
Arrows Barbarians P.E.K.K.A
Arrows
Minion Horde Three Musketeers Arrows Witch
Arrows Barbarians P.E.K.K.A
Barbarians Minion Horde Three Musketeers Witch P.E.K.K.A
Barbarians Minion Horde
Barbarians Minion Horde Witch Arrows
Arrows Minion Horde Three Musketeers Witch
Barbarians Minion Horde P.E.K.K.A Three Musketeers Witch
Three Musketeers Arrows Barbarians Minion Horde Witch P.E.K.K.A
Barbarians P.E.K.K.A Minion Horde Three Musketeers
Barbarians Minion Horde Three Musketeers P.E.K.K.A
Barbarians Minion Horde Three Musketeers Arrows Witch P.E.K.K.A
Arrows Barbarians Minion Horde Three Musketeers Witch
Arrows Witch Barbarians
Barbarians P.E.K.K.A Three Musketeers
Arrows Barbarians Minion Horde Witch P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Witch P.E.K.K.A
Arrows
Barbarians P.E.K.K.A Minion Horde Witch
P.E.K.K.A Barbarians Minion Horde
Barbarians P.E.K.K.A Minion Horde Three Musketeers Witch
Arrows Minion Horde Three Musketeers Witch
P.E.K.K.A Barbarians Minion Horde Witch
P.E.K.K.A Barbarians Minion Horde
Minion Horde P.E.K.K.A Barbarians Witch
Witch P.E.K.K.A Barbarians Minion Horde Three Musketeers
P.E.K.K.A Barbarians Minion Horde Witch
P.E.K.K.A Arrows Barbarians
Barbarians P.E.K.K.A Minion Horde Three Musketeers Witch
Barbarians Minion Horde Three Musketeers Witch
Barbarians Witch Minion Horde Three Musketeers P.E.K.K.A
Arrows Barbarians Minion Horde Witch 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.)

Arrows Minion Horde
Arrows
Arrows Minion Horde
Arrows Barbarians
Arrows Minion Horde
Arrows Minion Horde Witch
Arrows Minion Horde Witch
Arrows
Arrows
Minion Horde Three Musketeers
Arrows Minion Horde
Arrows
Three Musketeers
Arrows Minion Horde
Arrows
Arrows Minion Horde Three Musketeers Witch
Arrows Minion Horde Three Musketeers
Arrows Three Musketeers
Minion Horde
Arrows Three Musketeers
Arrows Witch
Minion Horde
Arrows
Arrows Barbarians Minion Horde
Arrows Witch
Minion Horde Witch
Arrows Witch
Arrows Witch
Arrows
Arrows Minion Horde Witch
Minion Horde Witch
Minion Horde
Arrows Minion Horde
Arrows Minion Horde
P.E.K.K.A Minion Horde
Arrows
Minion Horde Barbarians Witch
Arrows Three Musketeers Witch
Arrows
Minion Horde Three Musketeers
Arrows
Arrows
Minion Horde Three Musketeers P.E.K.K.A
Minion Horde Witch
Witch
Witch

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