My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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.

Mega Minion Wizard 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.

Royal Giant Mega Minion Wizard Three Musketeers

Offensive cards

Win conditions

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

Royal Giant Three Musketeers

Damage spells

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

Fireball Rage

Punishments

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

Royal Giant

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.

Barbarians Royal Giant

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
Royal Giant Three Musketeers Guards
Giant Snowball
Barbarians Mega Minion Three Musketeers Guards
Zap
Royal Giant Three Musketeers Guards
Barbarian Barrel
Barbarians Wizard Three Musketeers Guards
The Log
Barbarians Royal Giant Three Musketeers Guards
Earthquake
Barbarians Guards
Arrows
Guards
Royal Delivery
Barbarians Mega Minion Wizard Three Musketeers Guards
Fireball
Barbarians Mega Minion Wizard Three Musketeers
Poison
Barbarians Mega Minion Wizard Three Musketeers Guards
Lightning
Mega Minion Wizard Three Musketeers
Rocket
Barbarians Wizard Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard

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.

Mega Minion Rage Guards

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 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.

Barbarians Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Mega Minion Guards Fireball Barbarians Wizard Royal Giant Three Musketeers

Shortest cycle

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

12 Rage Mega Minion Guards Fireball

Attack Synergies 1 7

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.

Barbarians
Royal Giant
Fireball Mega Minion Wizard Guards
Mega Minion
Royal Giant Fireball
Fireball
Royal Giant Mega Minion
Wizard
Royal Giant Rage
Three Musketeers
Rage Guards
Rage
Wizard Three Musketeers
Guards
Royal Giant Three Musketeers

Defense Synergies 0 3

Barbarians
Royal Giant
Mega Minion
Wizard Guards
Fireball
Wizard
Mega Minion Guards
Three Musketeers
Rage
Guards
Mega Minion Wizard

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.

Mega Minion Fireball Wizard
Barbarians Mega Minion Three Musketeers
Barbarians Three Musketeers Mega Minion
Barbarians Three Musketeers Mega Minion Guards
Barbarians Fireball
Fireball Mega Minion Guards
Mega Minion Three Musketeers Fireball Wizard
Barbarians Fireball
Barbarians Three Musketeers
Guards Barbarians
Barbarians Guards Mega Minion Fireball Wizard
Mega Minion Three Musketeers Fireball Wizard
Barbarians Fireball Wizard Three Musketeers Guards
Fireball Wizard Three Musketeers Barbarians Mega Minion Guards
Barbarians Three Musketeers
Barbarians Fireball Three Musketeers
Barbarians Wizard Three Musketeers Fireball
Fireball Barbarians Mega Minion Wizard Three Musketeers Guards
Wizard Barbarians Mega Minion Fireball Guards
Barbarians Three Musketeers
Wizard Barbarians Fireball Guards

Counters to secondary win conditions

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

Barbarians Guards Fireball
Fireball Mega Minion Wizard
Barbarians Guards
Guards Barbarians Fireball
Barbarians Three Musketeers Guards
Fireball Wizard Three Musketeers
Guards Barbarians Mega Minion Fireball
Barbarians
Barbarians Mega Minion Fireball
Barbarians Mega Minion Three Musketeers Guards
Barbarians Mega Minion Guards
Barbarians Fireball Guards
Barbarians Fireball Wizard Three Musketeers Guards
Wizard Barbarians Fireball Three Musketeers
Barbarians Guards Mega Minion Fireball Three Musketeers
Barbarians Mega Minion Fireball Wizard

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 Guards
Fireball
Fireball
Barbarians Fireball Guards
Fireball Wizard
Fireball Wizard Mega Minion
Wizard
Fireball Wizard
Fireball Wizard
Fireball Three Musketeers Guards
Fireball Wizard
Fireball Wizard
Fireball Three Musketeers
Fireball
Fireball
Fireball Wizard Three Musketeers
Fireball Wizard Three Musketeers
Fireball Three Musketeers
Mega Minion Fireball Wizard Three Musketeers
Fireball Wizard
Fireball
Fireball Wizard
Barbarians Fireball
Fireball Wizard
Mega Minion
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Mega Minion Fireball Wizard Guards
Mega Minion Fireball
Fireball Wizard
Fireball
Fireball Wizard
Barbarians Fireball Guards
Fireball Mega Minion Wizard Three Musketeers
Fireball
Fireball Mega Minion Wizard Three Musketeers
Fireball Wizard
Fireball
Mega Minion Three Musketeers
Fireball Guards
Fireball
Fireball

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