My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Wizard Three Musketeers Mother 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.

Wizard Three Musketeers Golem Mother Witch

Offensive cards

Win conditions

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

Three Musketeers Goblin Barrel Golem

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.

Elite Barbarians Mini P.E.K.K.A Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Elite Barbarians Mini 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.

Elite Barbarians Mini P.E.K.K.A Goblin Barrel 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
Elite Barbarians Three Musketeers Goblin Barrel Guards
Giant Snowball
Three Musketeers Goblin Barrel Guards
Zap
Three Musketeers Goblin Barrel Guards
Barbarian Barrel
Elite Barbarians Wizard Three Musketeers Goblin Barrel Guards
The Log
Elite Barbarians Mini P.E.K.K.A Three Musketeers Goblin Barrel Guards
Earthquake
Goblin Barrel Guards
Arrows
Goblin Barrel Guards
Royal Delivery
Elite Barbarians Mini P.E.K.K.A Wizard Three Musketeers Goblin Barrel Guards Mother Witch
Fireball
Elite Barbarians Wizard Three Musketeers Goblin Barrel Mother Witch
Poison
Wizard Three Musketeers Guards Mother Witch
Lightning
Elite Barbarians Mini P.E.K.K.A Wizard Three Musketeers Mother Witch
Rocket
Elite Barbarians Wizard Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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.

Mini P.E.K.K.A Guards Golem Mother Witch

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.

Elite Barbarians Goblin Barrel

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.

Wizard Three Musketeers Goblin Barrel

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.

Goblin Barrel Guards Mini P.E.K.K.A Mother Witch Wizard Elite Barbarians Golem Three Musketeers

Shortest cycle

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

14 Goblin Barrel Guards Mini P.E.K.K.A Mother Witch

Attack Synergies 0 9

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.

Elite Barbarians
Wizard Three Musketeers
Mini P.E.K.K.A
Wizard Golem
Wizard
Elite Barbarians Mini P.E.K.K.A Golem
Three Musketeers
Elite Barbarians Guards
Goblin Barrel
Guards Golem
Guards
Three Musketeers Goblin Barrel
Golem
Mini P.E.K.K.A Wizard Goblin Barrel Mother Witch
Mother Witch
Golem

Defense Synergies 1 7

Elite Barbarians
Mother Witch Mini P.E.K.K.A Wizard
Mini P.E.K.K.A
Elite Barbarians Wizard Guards Mother Witch
Wizard
Elite Barbarians Mini P.E.K.K.A Guards
Three Musketeers
Goblin Barrel
Guards
Mini P.E.K.K.A Wizard Mother Witch
Golem
Mother Witch
Elite Barbarians Mini P.E.K.K.A Guards

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.

Wizard
Elite Barbarians Mini P.E.K.K.A Three Musketeers
Mini P.E.K.K.A Three Musketeers Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Three Musketeers Guards
Elite Barbarians Mini P.E.K.K.A
Guards Mother Witch
Three Musketeers Wizard
Mini P.E.K.K.A Three Musketeers Elite Barbarians
Elite Barbarians Guards Mini P.E.K.K.A
Guards Mother Witch Wizard
Three Musketeers Wizard
Mini P.E.K.K.A Elite Barbarians Wizard Three Musketeers Guards
Wizard Three Musketeers Mini P.E.K.K.A Guards
Elite Barbarians Mini P.E.K.K.A Three Musketeers
Elite Barbarians Mini P.E.K.K.A Three Musketeers
Wizard Three Musketeers Elite Barbarians Mini P.E.K.K.A
Elite Barbarians Wizard Three Musketeers Guards
Wizard Guards Mother Witch
Mini P.E.K.K.A Elite Barbarians Three Musketeers
Wizard Elite Barbarians Mini P.E.K.K.A Guards Mother Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Wizard
Guards Elite Barbarians Mini P.E.K.K.A
Mini P.E.K.K.A Guards Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Three Musketeers Guards
Wizard Mother Witch Three Musketeers
Mini P.E.K.K.A Guards Elite Barbarians
Mini P.E.K.K.A Elite Barbarians
Elite Barbarians Mini P.E.K.K.A
Three Musketeers Guards
Elite Barbarians Mini P.E.K.K.A Guards
Elite Barbarians Guards
Elite Barbarians Mini P.E.K.K.A Wizard Three Musketeers Guards
Wizard Three Musketeers
Elite Barbarians Guards Mini P.E.K.K.A Three Musketeers
Elite Barbarians Mini P.E.K.K.A Wizard Mother Witch

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.)

Guards
Guards
Wizard
Wizard Mother Witch
Wizard
Wizard
Wizard
Elite Barbarians Mini P.E.K.K.A Three Musketeers Guards
Wizard
Wizard
Elite Barbarians Three Musketeers
Elite Barbarians
Wizard Three Musketeers
Wizard Three Musketeers
Three Musketeers
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Three Musketeers
Wizard Mother Witch
Wizard
Mother Witch Wizard
Wizard
Wizard
Elite Barbarians Wizard Mother Witch
Wizard Guards
Elite Barbarians Mini P.E.K.K.A
Wizard
Wizard
Guards
Wizard Three Musketeers
Mini P.E.K.K.A Wizard Three Musketeers
Wizard
Elite Barbarians Three Musketeers
Elite Barbarians Guards

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