My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Goblin Giant

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers 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.

Archers Knight Three Musketeers P.E.K.K.A

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Zap Fireball

Punishments

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

Elite Barbarians

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.

Knight Elite Barbarians P.E.K.K.A

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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.

Knight P.E.K.K.A

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 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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Knight Minions Fireball Elite Barbarians P.E.K.K.A Three Musketeers

Shortest cycle

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

11 Zap Archers Knight Minions

Attack Synergies 6 12

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
Elite Barbarians Fireball P.E.K.K.A Archers Knight Minions Three Musketeers
Archers
Knight Zap Elite Barbarians P.E.K.K.A
Knight
Archers Minions Three Musketeers Zap Elite Barbarians Fireball
Minions
Knight Zap Elite Barbarians P.E.K.K.A
Elite Barbarians
Zap Archers Knight Minions Fireball Three Musketeers
Fireball
Zap Knight Elite Barbarians
Three Musketeers
Knight Zap Elite Barbarians
P.E.K.K.A
Zap Archers Minions

Defense Synergies 3 11

Zap
Fireball Archers Knight Minions Elite Barbarians Three Musketeers P.E.K.K.A
Archers
Knight Zap Minions P.E.K.K.A
Knight
Archers Minions Zap Fireball Three Musketeers
Minions
Knight Zap Archers P.E.K.K.A
Elite Barbarians
Zap
Fireball
Zap Knight
Three Musketeers
Zap Knight
P.E.K.K.A
Zap Archers Minions

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 Knight Minions Fireball
Elite Barbarians P.E.K.K.A Zap Knight Minions Three Musketeers
Three Musketeers P.E.K.K.A Archers Knight Minions Elite Barbarians
Elite Barbarians Three Musketeers P.E.K.K.A Knight Minions
Elite Barbarians Fireball P.E.K.K.A
Fireball Zap Archers Minions
Minions Three Musketeers Zap Archers Fireball
Zap Fireball P.E.K.K.A
Three Musketeers P.E.K.K.A Minions Elite Barbarians
Knight Elite Barbarians Archers
Archers Minions Zap Knight Fireball
Minions Three Musketeers Zap Archers Fireball
P.E.K.K.A Zap Knight Minions Elite Barbarians Fireball Three Musketeers
Fireball Three Musketeers Zap Minions P.E.K.K.A
Elite Barbarians P.E.K.K.A Knight Three Musketeers
Zap Elite Barbarians Fireball Three Musketeers P.E.K.K.A
Three Musketeers Knight Minions Elite Barbarians Fireball P.E.K.K.A
Fireball Zap Archers Knight Minions Elite Barbarians Three Musketeers
Zap Archers Knight Minions Fireball
P.E.K.K.A Elite Barbarians Three Musketeers
Archers Knight Minions Elite Barbarians Fireball P.E.K.K.A

Counters to secondary win conditions

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

Knight Zap Archers Elite Barbarians Fireball P.E.K.K.A
Fireball Zap Archers Knight Elite Barbarians
P.E.K.K.A Zap Knight Minions Elite Barbarians
P.E.K.K.A Zap Knight Elite Barbarians Fireball
P.E.K.K.A Knight Elite Barbarians Three Musketeers
Fireball Zap Archers Minions Three Musketeers
P.E.K.K.A Archers Knight Minions Elite Barbarians Fireball
P.E.K.K.A Knight Elite Barbarians
Zap P.E.K.K.A Knight Minions Elite Barbarians Fireball
P.E.K.K.A Three Musketeers
P.E.K.K.A Knight Minions Elite Barbarians
P.E.K.K.A Zap Elite Barbarians Fireball
Elite Barbarians P.E.K.K.A Knight Fireball Three Musketeers
Archers Fireball Three Musketeers
Elite Barbarians Zap Archers Knight Minions Fireball Three Musketeers P.E.K.K.A
Minions Zap Archers Elite Barbarians Fireball P.E.K.K.A

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 Knight
Fireball Zap
Fireball
Knight Fireball
Fireball Zap
Fireball Zap Minions
Archers
Fireball Zap
Fireball Zap
Minions Elite Barbarians Fireball Three Musketeers
Zap Knight Fireball
Fireball Zap Archers
Knight Elite Barbarians Fireball Three Musketeers
Minions Fireball
Zap Elite Barbarians Fireball
Zap Fireball Three Musketeers
Fireball Three Musketeers
Fireball Three Musketeers
Minions
Zap Archers Fireball Three Musketeers
Zap Fireball
Minions Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball Zap
Fireball Zap
Fireball Zap
Elite Barbarians Zap Archers Fireball
Zap Minions Fireball
Elite Barbarians Fireball
Zap Fireball
Zap Fireball
P.E.K.K.A
Fireball
Zap Archers Minions Fireball
Fireball Zap Archers Three Musketeers
Fireball
Fireball Knight Three Musketeers
Zap Fireball
Zap Fireball
Elite Barbarians Three Musketeers P.E.K.K.A
Zap Minions Elite Barbarians Fireball
Zap Fireball
Zap Fireball

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