My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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!
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!
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.

Minions Goblin Gang Musketeer 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.

Royal Giant Musketeer Prince Magic Archer Lumberjack

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Missing

Punishments

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

Goblin Gang Royal Giant Prince Lumberjack

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.

Goblin Gang Royal Giant Prince Magic Archer Lumberjack

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 Lumberjack

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 Royal Giant Guards Prince
Giant Snowball
Minions Goblin Gang Musketeer Guards Lumberjack
Zap
Minions Goblin Gang Royal Giant Guards Prince
Barbarian Barrel
Goblin Gang Musketeer Guards Magic Archer Lumberjack
The Log
Goblin Gang Royal Giant Musketeer Guards Prince Lumberjack
Earthquake
Goblin Gang Guards
Arrows
Minions Goblin Gang Guards
Royal Delivery
Minions Goblin Gang Musketeer Guards Prince Magic Archer Lumberjack
Fireball
Minions Goblin Gang Musketeer Magic Archer Lumberjack
Poison
Minions Goblin Gang Musketeer Guards Magic Archer
Lightning
Musketeer Prince Magic Archer Lumberjack
Rocket
Musketeer Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

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.

Guards Prince

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.

Royal Giant

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 Musketeer

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.

Minions Goblin Gang Guards Musketeer Magic Archer Lumberjack Prince Royal Giant

Shortest cycle

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

13 Minions Goblin Gang Guards Musketeer

Attack Synergies 1 14

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
Royal Giant Prince Lumberjack
Goblin Gang
Royal Giant Prince
Royal Giant
Minions Goblin Gang Musketeer Guards Magic Archer Lumberjack
Musketeer
Royal Giant Prince Lumberjack
Guards
Royal Giant Lumberjack
Prince
Minions Goblin Gang Musketeer Magic Archer Lumberjack
Magic Archer
Royal Giant Prince Lumberjack
Lumberjack
Minions Royal Giant Musketeer Guards Prince Magic Archer

Defense Synergies 3 12

Minions
Musketeer Prince Lumberjack
Goblin Gang
Musketeer Guards Prince Magic Archer Lumberjack
Royal Giant
Musketeer
Goblin Gang Guards Lumberjack Minions
Guards
Musketeer Goblin Gang Prince Magic Archer Lumberjack
Prince
Minions Goblin Gang Guards Magic Archer
Magic Archer
Goblin Gang Guards Prince Lumberjack
Lumberjack
Musketeer Minions Goblin Gang Guards 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.

Minions Musketeer Magic Archer
Lumberjack Minions Goblin Gang Musketeer Prince
Goblin Gang Prince Lumberjack Minions Musketeer
Prince Lumberjack Minions Goblin Gang Musketeer Guards
Prince Lumberjack
Goblin Gang Minions Musketeer Guards Magic Archer Lumberjack
Minions Musketeer Goblin Gang Magic Archer
Musketeer Magic Archer
Minions Goblin Gang Musketeer Prince Lumberjack
Goblin Gang Guards Musketeer Prince Lumberjack
Minions Goblin Gang Guards Musketeer Magic Archer Lumberjack
Minions Musketeer Goblin Gang Magic Archer
Prince Lumberjack Minions Goblin Gang Musketeer Guards
Minions Goblin Gang Guards Prince Magic Archer Lumberjack
Goblin Gang Prince Lumberjack
Goblin Gang Prince Lumberjack
Minions Goblin Gang Musketeer Prince Lumberjack
Minions Goblin Gang Musketeer Guards Prince Magic Archer Lumberjack
Minions Musketeer Guards Magic Archer Lumberjack
Musketeer Prince Lumberjack
Goblin Gang Minions Musketeer Guards Prince Lumberjack

Counters to secondary win conditions

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

Goblin Gang Guards Lumberjack Prince
Goblin Gang Musketeer Prince Magic Archer Lumberjack
Goblin Gang Guards Lumberjack Minions Musketeer Prince
Goblin Gang Guards Prince Lumberjack Musketeer
Goblin Gang Musketeer Guards Prince Lumberjack
Minions Goblin Gang Musketeer Magic Archer
Goblin Gang Guards Prince Minions Musketeer Lumberjack
Prince Lumberjack
Minions Prince Magic Archer
Goblin Gang Musketeer Guards
Minions Musketeer Guards Prince Lumberjack
Guards Prince
Prince Goblin Gang Guards Lumberjack
Musketeer Magic Archer
Goblin Gang Guards Minions Musketeer Prince Magic Archer Lumberjack
Minions Musketeer 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 Musketeer Guards
Musketeer Magic Archer
Magic Archer
Musketeer Guards Prince
Magic Archer
Minions Musketeer Magic Archer
Musketeer Magic Archer
Magic Archer
Minions Goblin Gang Musketeer Guards Prince Lumberjack
Musketeer Prince Magic Archer
Musketeer Magic Archer
Musketeer Magic Archer
Minions Musketeer Magic Archer
Musketeer Prince Magic Archer
Musketeer Magic Archer
Magic Archer Musketeer
Minions
Musketeer Prince Magic Archer
Magic Archer
Minions Musketeer Prince Magic Archer
Musketeer Prince
Musketeer
Magic Archer
Musketeer Magic Archer
Musketeer Prince Magic Archer
Musketeer Magic Archer
Musketeer Magic Archer
Minions Musketeer Guards
Musketeer Magic Archer
Magic Archer
Prince
Magic Archer
Minions Goblin Gang Musketeer Guards Prince Magic Archer
Musketeer Magic Archer
Goblin Gang Musketeer Prince Magic Archer Lumberjack
Musketeer Magic Archer
Musketeer Prince
Minions Goblin Gang Musketeer Guards Magic Archer
Musketeer Magic Archer
Musketeer Prince Magic Archer

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