My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minions Goblin Gang Minion Horde 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.

Battle Ram Three Musketeers Golem

Offensive cards

Win conditions

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

Battle Ram Three Musketeers Golem

Damage spells

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

Fireball Freeze

Punishments

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

Goblin Gang Battle Ram

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.

Goblin Gang Minion Horde Battle Ram 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
Minions Goblin Gang Minion Horde Battle Ram Three Musketeers
Giant Snowball
Minions Goblin Gang Minion Horde Battle Ram Three Musketeers
Zap
Minions Goblin Gang Minion Horde Battle Ram Three Musketeers
Barbarian Barrel
Goblin Gang Battle Ram Three Musketeers
The Log
Goblin Gang Battle Ram Three Musketeers
Earthquake
Goblin Gang
Arrows
Minions Goblin Gang Minion Horde
Royal Delivery
Minions Goblin Gang Minion Horde Battle Ram Three Musketeers
Fireball
Minions Goblin Gang Minion Horde Battle Ram Three Musketeers
Poison
Minions Goblin Gang Minion Horde Three Musketeers
Lightning
Battle Ram Three Musketeers
Rocket
Minion Horde Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fireball Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Freeze

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.

Battle Ram Freeze 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.

Minions Goblin Gang Minion Horde Fireball 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.

Minions Goblin Gang Fireball Battle Ram Freeze Minion Horde Golem Three Musketeers

Shortest cycle

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

14 Minions Goblin Gang Fireball Battle Ram

Attack Synergies 1 12

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.

Minions
Battle Ram Golem
Goblin Gang
Battle Ram Three Musketeers Golem
Minion Horde
Battle Ram Freeze Golem
Fireball
Golem Battle Ram Freeze
Battle Ram
Minions Goblin Gang Minion Horde Fireball Three Musketeers Freeze
Three Musketeers
Goblin Gang Battle Ram
Freeze
Minion Horde Fireball Battle Ram
Golem
Fireball Minions Goblin Gang Minion Horde

Defense Synergies 0 3

Minions
Freeze
Goblin Gang
Minion Horde
Freeze
Fireball
Freeze
Battle Ram
Three Musketeers
Freeze
Minions Minion Horde Fireball
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.

Minions Minion Horde Fireball
Minion Horde Minions Goblin Gang Three Musketeers
Goblin Gang Minion Horde Three Musketeers Minions Freeze
Minion Horde Three Musketeers Minions Goblin Gang
Fireball
Goblin Gang Fireball Freeze Minions
Minions Minion Horde Three Musketeers Goblin Gang Fireball Freeze
Fireball
Minion Horde Three Musketeers Minions Goblin Gang
Goblin Gang Minion Horde
Minions Goblin Gang Minion Horde Fireball Freeze
Minions Minion Horde Three Musketeers Goblin Gang Fireball
Minion Horde Minions Goblin Gang Fireball Three Musketeers Freeze
Fireball Three Musketeers Minions Goblin Gang Minion Horde Freeze
Goblin Gang Minion Horde Three Musketeers
Minion Horde Goblin Gang Fireball Three Musketeers Freeze
Minion Horde Three Musketeers Minions Goblin Gang Fireball
Fireball Minions Goblin Gang Minion Horde Three Musketeers
Freeze Minions Fireball
Three Musketeers
Goblin Gang Minions Minion Horde Fireball

Counters to secondary win conditions

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

Goblin Gang Fireball
Fireball Goblin Gang
Goblin Gang Minions Minion Horde
Goblin Gang Minion Horde Fireball
Goblin Gang Minion Horde Three Musketeers
Fireball Minions Goblin Gang Minion Horde Three Musketeers Freeze
Goblin Gang Minions Minion Horde Fireball
Minion Horde
Minion Horde Freeze Minions Fireball
Goblin Gang Minion Horde Three Musketeers
Minions Minion Horde
Fireball
Goblin Gang Minion Horde Fireball Three Musketeers
Minion Horde Fireball Three Musketeers
Goblin Gang Minions Minion Horde Fireball Three Musketeers Freeze
Minions Minion Horde Fireball Freeze

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 Minion Horde Freeze
Fireball
Minion Horde Fireball
Fireball Freeze
Fireball Minion Horde
Fireball Minions Minion Horde Freeze
Minion Horde
Fireball Freeze
Fireball
Minions Goblin Gang Minion Horde Fireball Three Musketeers
Minion Horde Fireball
Fireball
Fireball Three Musketeers
Minions Minion Horde Fireball Freeze
Fireball
Minion Horde Fireball Three Musketeers
Minion Horde Fireball Three Musketeers
Fireball Three Musketeers Freeze
Minions Minion Horde
Fireball Three Musketeers
Fireball
Minions Minion Horde Fireball
Fireball
Minion Horde Fireball
Freeze Fireball
Minion Horde
Fireball
Fireball
Fireball
Minion Horde Fireball
Minions Minion Horde Fireball Freeze
Minion Horde Fireball
Minion Horde Fireball
Minion Horde Fireball Freeze
Minion Horde
Fireball
Minion Horde Minions Goblin Gang Fireball Freeze
Fireball Three Musketeers
Freeze
Fireball
Fireball Goblin Gang Minion Horde Three Musketeers
Fireball
Fireball
Minion Horde Three Musketeers
Minions Goblin Gang Minion Horde Fireball Freeze
Fireball
Fireball Freeze

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