My Best Clash Royale Deck

Deck Check Rating

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

6 warnings Why?

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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 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 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 Wizard Three Musketeers Baby Dragon Magic Archer

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.

Giant Wizard Three Musketeers Baby Dragon Magic Archer

Offensive cards

Win conditions

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

Giant Three Musketeers

Damage spells

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

Rage

Punishments

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

Giant

Pump responses

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

Missing

Dropped at the bridge

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

Minion Horde Giant Baby Dragon Magic Archer

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.

Magic Archer

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 Giant Three Musketeers Clone
Giant Snowball
Minion Horde Three Musketeers Clone Baby Dragon
Zap
Minion Horde Three Musketeers Clone
Barbarian Barrel
Wizard Three Musketeers Clone Magic Archer
The Log
Three Musketeers Clone
Earthquake
Clone
Arrows
Minion Horde Clone
Royal Delivery
Minion Horde Wizard Three Musketeers Clone Baby Dragon Magic Archer
Fireball
Minion Horde Wizard Three Musketeers Clone Baby Dragon Magic Archer
Poison
Minion Horde Wizard Three Musketeers Clone Magic Archer
Lightning
Wizard Three Musketeers Baby Dragon Magic Archer
Rocket
Minion Horde Wizard Three Musketeers Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Magic Archer

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.

Rage Clone Baby Dragon

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.

Minion Horde 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Clone Baby Dragon Magic Archer Minion Horde Giant Wizard Three Musketeers

Shortest cycle

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

13 Rage Clone Baby Dragon Magic Archer

Attack Synergies 2 11

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.

Minion Horde
Rage Giant Clone
Giant
Rage Minion Horde Wizard Three Musketeers Baby Dragon Magic Archer
Wizard
Giant Rage
Three Musketeers
Giant Rage Clone
Rage
Minion Horde Giant Wizard Three Musketeers
Clone
Minion Horde Three Musketeers Baby Dragon Magic Archer
Baby Dragon
Giant Clone
Magic Archer
Giant Clone

Defense Synergies 0 0

Minion Horde
Giant
Wizard
Three Musketeers
Rage
Clone
Baby Dragon
Magic Archer

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 Wizard Baby Dragon Magic Archer
Minion Horde Three Musketeers
Minion Horde Three Musketeers
Minion Horde Three Musketeers
Baby Dragon Magic Archer
Minion Horde Three Musketeers Wizard Baby Dragon Magic Archer
Baby Dragon Magic Archer
Minion Horde Three Musketeers
Minion Horde
Minion Horde Wizard Baby Dragon Magic Archer
Minion Horde Three Musketeers Wizard Baby Dragon Magic Archer
Minion Horde Wizard Three Musketeers
Wizard Three Musketeers Minion Horde Baby Dragon Magic Archer
Minion Horde Three Musketeers
Minion Horde Three Musketeers
Minion Horde Wizard Three Musketeers
Minion Horde Wizard Three Musketeers Baby Dragon Magic Archer
Wizard Baby Dragon Magic Archer
Three Musketeers
Wizard Minion Horde Baby Dragon

Counters to secondary win conditions

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

Wizard Baby Dragon Magic Archer
Minion Horde
Minion Horde
Minion Horde Three Musketeers
Wizard Minion Horde Three Musketeers Baby Dragon Magic Archer
Minion Horde
Minion Horde
Minion Horde Baby Dragon Magic Archer
Minion Horde Three Musketeers
Minion Horde
Minion Horde Wizard Three Musketeers
Wizard Minion Horde Three Musketeers Baby Dragon Magic Archer
Minion Horde Three Musketeers Baby Dragon Magic Archer
Minion Horde Wizard Baby Dragon Magic Archer

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.)

Magic Archer Minion Horde Baby Dragon
Baby Dragon Magic Archer
Minion Horde Baby Dragon Magic Archer
Wizard Minion Horde Baby Dragon Magic Archer
Wizard Minion Horde Baby Dragon Magic Archer
Minion Horde Wizard Baby Dragon Magic Archer
Wizard Baby Dragon Magic Archer
Wizard
Minion Horde Three Musketeers
Minion Horde Wizard Magic Archer
Wizard Baby Dragon Magic Archer
Three Musketeers Baby Dragon Magic Archer
Minion Horde Baby Dragon Magic Archer
Baby Dragon Magic Archer
Minion Horde Wizard Three Musketeers Baby Dragon Magic Archer
Magic Archer Minion Horde Wizard Three Musketeers Baby Dragon
Three Musketeers
Minion Horde
Wizard Three Musketeers Baby Dragon Magic Archer
Wizard Baby Dragon Magic Archer
Minion Horde Baby Dragon Magic Archer
Wizard
Minion Horde Baby Dragon
Wizard Baby Dragon Magic Archer
Minion Horde
Wizard Baby Dragon Magic Archer
Wizard Baby Dragon Magic Archer
Baby Dragon Magic Archer
Minion Horde Wizard Baby Dragon Magic Archer
Minion Horde Wizard
Minion Horde
Minion Horde Wizard Magic Archer
Minion Horde Magic Archer
Minion Horde
Wizard Magic Archer
Minion Horde Magic Archer
Wizard Three Musketeers Baby Dragon Magic Archer
Minion Horde Wizard Three Musketeers Baby Dragon Magic Archer
Wizard Baby Dragon Magic Archer
Minion Horde Three Musketeers
Minion Horde Baby Dragon Magic Archer
Magic Archer
Baby Dragon Magic Archer

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