My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

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

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.

Elixir Collector Three Musketeers Golem

Offensive cards

Win conditions

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

Three Musketeers Golem Miner

Damage spells

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

Zap Rage

Punishments

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

Miner

Pump responses

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

Elixir Collector Miner

Dropped at the bridge

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

Barbarians 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 Miner

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 Miner
Giant Snowball
Minions Barbarians Three Musketeers Miner
Zap
Minions Three Musketeers
Barbarian Barrel
Barbarians Three Musketeers
The Log
Barbarians Three Musketeers
Earthquake
Barbarians Elixir Collector
Arrows
Minions
Royal Delivery
Minions Barbarians Three Musketeers Miner
Fireball
Minions Barbarians Elixir Collector Three Musketeers
Poison
Minions Barbarians Elixir Collector Three Musketeers
Lightning
Elixir Collector Three Musketeers
Rocket
Barbarians Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Elixir Collector Rage Golem Miner

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 Barbarians 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.

Zap Rage Minions Miner Barbarians Elixir Collector Golem Three Musketeers

Shortest cycle

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

10 Zap Rage Minions Miner

Attack Synergies 3 6

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
Miner Minions Three Musketeers Golem
Minions
Rage Miner Zap Golem
Barbarians
Elixir Collector
Three Musketeers
Zap Rage Miner
Rage
Minions Three Musketeers
Golem
Zap Minions
Miner
Zap Minions Three Musketeers

Defense Synergies 0 4

Zap
Minions Barbarians Three Musketeers Miner
Minions
Zap
Barbarians
Zap
Elixir Collector
Three Musketeers
Zap
Rage
Golem
Miner
Zap

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
Barbarians Zap Minions Three Musketeers
Barbarians Three Musketeers Minions
Barbarians Three Musketeers Minions
Barbarians
Zap Minions
Minions Three Musketeers Zap
Zap Barbarians
Barbarians Three Musketeers Minions
Barbarians Miner
Minions Barbarians Zap
Minions Three Musketeers Zap
Barbarians Zap Minions Three Musketeers
Three Musketeers Zap Minions Barbarians
Barbarians Three Musketeers
Barbarians Zap Three Musketeers
Barbarians Three Musketeers Minions
Zap Minions Barbarians Three Musketeers
Zap Minions Barbarians
Barbarians Three Musketeers
Minions Barbarians

Counters to secondary win conditions

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

Barbarians Zap
Zap Miner
Barbarians Zap Minions
Zap Barbarians
Barbarians Three Musketeers
Zap Minions Three Musketeers
Minions Barbarians
Barbarians
Zap Minions Barbarians
Barbarians Three Musketeers
Minions Barbarians
Zap Barbarians
Barbarians Three Musketeers
Barbarians Three Musketeers
Barbarians Zap Minions Three Musketeers
Minions Zap Barbarians

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.)

Zap Miner
Miner
Barbarians
Zap
Zap Minions
Zap
Miner Zap
Minions Three Musketeers
Miner Zap
Zap
Three Musketeers Miner
Minions
Zap
Zap Three Musketeers
Three Musketeers
Three Musketeers
Minions
Zap Three Musketeers
Zap Miner
Minions
Zap Barbarians
Zap
Miner Zap
Zap Miner
Miner Zap
Zap
Zap Minions
Zap Miner
Zap
Zap Minions Barbarians
Zap Three Musketeers
Miner Three Musketeers
Zap
Zap
Three Musketeers
Zap Minions
Zap
Zap Miner

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: