My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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.

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.

Skeletons Three Musketeers Giant Skeleton Golem Royal Ghost

Offensive cards

Win conditions

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

Three Musketeers Goblin Barrel Golem

Damage spells

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

Arrows

Punishments

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

Goblin Barrel Royal Ghost

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Giant Skeleton Golem Royal Ghost

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.

Goblin Barrel Giant Skeleton Golem Royal Ghost

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
Skeletons Three Musketeers Goblin Barrel Guards Giant Skeleton
Giant Snowball
Skeletons Three Musketeers Goblin Barrel Guards
Zap
Skeletons Three Musketeers Goblin Barrel Guards
Barbarian Barrel
Skeletons Three Musketeers Goblin Barrel Guards Giant Skeleton Royal Ghost
The Log
Skeletons Three Musketeers Goblin Barrel Guards Giant Skeleton
Earthquake
Skeletons Goblin Barrel Guards
Arrows
Skeletons Goblin Barrel Guards
Royal Delivery
Skeletons Three Musketeers Goblin Barrel Guards Giant Skeleton Royal Ghost
Fireball
Three Musketeers Goblin Barrel
Poison
Three Musketeers Guards
Lightning
Three Musketeers
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Royal Ghost

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 Guards Giant Skeleton Golem Royal Ghost

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.

Goblin Barrel

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 Goblin Barrel

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Goblin Barrel Guards Royal Ghost Giant Skeleton Golem Three Musketeers

Shortest cycle

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

10 Skeletons Arrows Goblin Barrel Guards

Attack Synergies 1 8

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.

Skeletons
Arrows
Golem Goblin Barrel Giant Skeleton
Three Musketeers
Guards Royal Ghost
Goblin Barrel
Arrows Guards Giant Skeleton Golem Royal Ghost
Guards
Three Musketeers Goblin Barrel
Giant Skeleton
Arrows Goblin Barrel
Golem
Arrows Goblin Barrel
Royal Ghost
Three Musketeers Goblin Barrel

Defense Synergies 0 4

Skeletons
Giant Skeleton Royal Ghost
Arrows
Giant Skeleton
Three Musketeers
Goblin Barrel
Guards
Giant Skeleton
Giant Skeleton
Skeletons Arrows Guards
Golem
Royal Ghost
Skeletons

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.

Skeletons Three Musketeers
Three Musketeers Skeletons Giant Skeleton
Three Musketeers Skeletons Guards
Arrows Giant Skeleton
Arrows Skeletons Guards Royal Ghost
Three Musketeers Arrows
Arrows Giant Skeleton
Three Musketeers Skeletons
Guards Skeletons Giant Skeleton Royal Ghost
Guards Skeletons Arrows Giant Skeleton Royal Ghost
Arrows Three Musketeers
Skeletons Three Musketeers Guards Giant Skeleton
Three Musketeers Arrows Guards Royal Ghost
Three Musketeers
Three Musketeers
Three Musketeers Skeletons Arrows
Arrows Three Musketeers Guards Royal Ghost
Arrows Guards Giant Skeleton Royal Ghost
Three Musketeers
Royal Ghost Arrows Guards Giant Skeleton

Counters to secondary win conditions

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

Guards Skeletons Giant Skeleton Royal Ghost
Arrows Royal Ghost
Guards Giant Skeleton Skeletons
Guards Giant Skeleton
Giant Skeleton Skeletons Three Musketeers Guards
Arrows Skeletons Three Musketeers
Guards Skeletons Giant Skeleton
Giant Skeleton
Giant Skeleton Skeletons
Skeletons Three Musketeers Guards
Guards Giant Skeleton
Arrows Guards Giant Skeleton
Giant Skeleton Skeletons Three Musketeers Guards
Three Musketeers
Guards Skeletons Three Musketeers Giant Skeleton
Arrows Giant Skeleton Royal Ghost

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 Guards Giant Skeleton Royal Ghost
Arrows Royal Ghost
Arrows Giant Skeleton
Arrows Guards Giant Skeleton
Arrows
Arrows
Arrows
Arrows
Arrows
Three Musketeers Guards
Arrows
Arrows
Three Musketeers
Arrows
Arrows
Arrows Three Musketeers
Arrows Three Musketeers
Arrows Three Musketeers
Arrows Three Musketeers
Arrows
Giant Skeleton
Arrows
Arrows
Arrows
Arrows Royal Ghost
Arrows
Arrows
Arrows
Guards
Arrows
Arrows
Giant Skeleton
Arrows
Guards
Arrows Three Musketeers
Arrows
Three Musketeers
Arrows
Arrows Giant Skeleton
Three Musketeers
Guards Giant Skeleton
Giant Skeleton Royal Ghost

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