My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions 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.

Three Musketeers Witch P.E.K.K.A Golem

Offensive cards

Win conditions

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

Three Musketeers Golem

Damage spells

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

Zap Fireball The Log

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.

P.E.K.K.A 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 Three Musketeers
Giant Snowball
Minions Three Musketeers Witch
Zap
Minions Three Musketeers Witch
Barbarian Barrel
Three Musketeers Witch
The Log
Three Musketeers Witch
Earthquake
Witch
Arrows
Minions Witch
Royal Delivery
Minions Three Musketeers Witch P.E.K.K.A
Fireball
Minions Three Musketeers Witch
Poison
Minions Three Musketeers Witch
Lightning
Three Musketeers Witch
Rocket
Three Musketeers Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball The Log

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.

P.E.K.K.A 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 Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Minions Fireball Witch P.E.K.K.A Golem Three Musketeers

Shortest cycle

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

11 Zap The Log Minions Fireball

Attack Synergies 3 13

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.

Zap
Fireball P.E.K.K.A Minions Three Musketeers Witch Golem The Log
Minions
Zap P.E.K.K.A Golem
Fireball
Zap Golem The Log
Three Musketeers
Zap The Log
Witch
Zap P.E.K.K.A Golem
P.E.K.K.A
Zap Minions Witch The Log
Golem
Fireball Zap Minions Witch The Log
The Log
Zap Fireball Three Musketeers P.E.K.K.A Golem

Defense Synergies 3 9

Zap
Fireball Minions Three Musketeers Witch P.E.K.K.A The Log
Minions
Zap P.E.K.K.A The Log
Fireball
Zap The Log
Three Musketeers
Zap The Log
Witch
Zap The Log
P.E.K.K.A
The Log Zap Minions
Golem
The Log
Fireball P.E.K.K.A Zap Minions Three Musketeers Witch

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.

Zap Minions Fireball The Log
P.E.K.K.A Zap Minions Three Musketeers Witch The Log
Three Musketeers Witch P.E.K.K.A Minions
Three Musketeers Witch P.E.K.K.A Minions
Fireball P.E.K.K.A The Log
Fireball The Log Zap Minions
Minions Three Musketeers Zap Fireball Witch
Zap Fireball P.E.K.K.A The Log
Three Musketeers Witch P.E.K.K.A Minions
Minions Witch Zap Fireball The Log
Minions Three Musketeers Zap Fireball Witch
P.E.K.K.A Zap Minions Fireball Three Musketeers Witch The Log
Fireball Three Musketeers Zap Minions Witch P.E.K.K.A The Log
P.E.K.K.A Three Musketeers
Zap Fireball Three Musketeers P.E.K.K.A The Log
Three Musketeers Minions Fireball Witch P.E.K.K.A
Fireball Zap Minions Three Musketeers Witch The Log
Zap Witch The Log Minions Fireball
P.E.K.K.A Three Musketeers
Minions Fireball Witch P.E.K.K.A The Log

Counters to secondary win conditions

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

Zap Fireball Witch P.E.K.K.A
Fireball Zap The Log
P.E.K.K.A Zap Minions Witch The Log
P.E.K.K.A Zap Fireball The Log
P.E.K.K.A Three Musketeers Witch
Fireball Zap Minions Three Musketeers Witch
P.E.K.K.A Minions Fireball Witch
P.E.K.K.A
Zap P.E.K.K.A Minions Fireball Witch The Log
Witch P.E.K.K.A Three Musketeers
P.E.K.K.A Minions Witch
P.E.K.K.A Zap Fireball The Log
P.E.K.K.A Fireball Three Musketeers Witch
Fireball Three Musketeers Witch
Witch Zap Minions Fireball Three Musketeers P.E.K.K.A The Log
Minions Zap Fireball Witch P.E.K.K.A The Log

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 The Log
Fireball Zap The Log
Fireball The Log
Fireball The Log
Fireball Zap The Log
Fireball Zap Minions Witch
Witch The Log
Fireball The Log Zap
Fireball The Log Zap
Minions Fireball Three Musketeers
Zap Fireball The Log
Fireball Zap
Fireball Three Musketeers The Log
Minions Fireball
Zap Fireball The Log
Zap Fireball Three Musketeers Witch The Log
Fireball Three Musketeers The Log
Fireball Three Musketeers
Minions
Zap Fireball Three Musketeers The Log
Zap Fireball Witch The Log
Minions Fireball The Log
Fireball
The Log
Zap Fireball The Log
Zap The Log Fireball Witch
Witch
Fireball The Log Zap Witch
Fireball Zap Witch The Log
Fireball Zap The Log
Zap Fireball Witch
Zap Minions Fireball Witch
Fireball
Zap Fireball The Log
Zap Fireball
P.E.K.K.A
Fireball The Log
Zap Minions Fireball Witch
Fireball Zap Three Musketeers Witch
The Log Fireball
Fireball Three Musketeers
The Log Zap Fireball
Zap Fireball
Three Musketeers P.E.K.K.A
Zap Minions Fireball Witch The Log
Zap Fireball Witch
Zap Fireball Witch The Log

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