My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Missing cards in your collection

Magic Archer

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 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 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of 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.

Three Musketeers Baby Dragon 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 Baby Dragon Witch Giant Skeleton 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.

Rocket

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.

Rocket

Dropped at the bridge

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

Elite Barbarians Baby Dragon Giant Skeleton 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 Giant Skeleton

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 Giant Skeleton
Giant Snowball
Three Musketeers Baby Dragon Witch
Zap
Three Musketeers Witch
Barbarian Barrel
Elite Barbarians Three Musketeers Witch Giant Skeleton
The Log
Elite Barbarians Three Musketeers Witch Giant Skeleton
Earthquake
Witch
Arrows
Witch
Royal Delivery
Elite Barbarians Three Musketeers Baby Dragon Witch Giant Skeleton P.E.K.K.A
Fireball
Elite Barbarians Three Musketeers Baby Dragon Witch
Poison
Three Musketeers Witch
Lightning
Elite Barbarians Three Musketeers Baby Dragon Witch
Rocket
Elite Barbarians Three Musketeers Witch

Against air swarms

Spells and units that can counter air swarms.

Rocket Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Baby Dragon

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.

Rocket Baby Dragon Giant Skeleton 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

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Baby Dragon Witch Elite Barbarians Rocket Giant Skeleton P.E.K.K.A Three Musketeers

Shortest cycle

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

15 Mirror Baby Dragon Witch Elite Barbarians

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
Three Musketeers
Rocket
Mirror
Three Musketeers
Elite Barbarians Mirror
Mirror
Rocket Three Musketeers Giant Skeleton
Baby Dragon
Witch Giant Skeleton P.E.K.K.A
Witch
Baby Dragon Giant Skeleton P.E.K.K.A
Giant Skeleton
Mirror Baby Dragon Witch
P.E.K.K.A
Baby Dragon Witch

Defense Synergies 0 4

Elite Barbarians
Rocket
Three Musketeers
Mirror
Baby Dragon
Witch Giant Skeleton P.E.K.K.A
Witch
Baby Dragon Giant Skeleton
Giant Skeleton
Baby Dragon Witch
P.E.K.K.A
Baby Dragon

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.

Rocket Baby Dragon
Elite Barbarians P.E.K.K.A Three Musketeers Witch
Rocket Three Musketeers Witch P.E.K.K.A Elite Barbarians Giant Skeleton
Elite Barbarians Three Musketeers Witch P.E.K.K.A
Elite Barbarians Rocket Giant Skeleton P.E.K.K.A
Baby Dragon
Rocket Three Musketeers Baby Dragon Witch
Rocket Baby Dragon Giant Skeleton P.E.K.K.A
Three Musketeers Witch P.E.K.K.A Elite Barbarians
Elite Barbarians Giant Skeleton
Witch Baby Dragon Giant Skeleton
Three Musketeers Baby Dragon Witch
P.E.K.K.A Elite Barbarians Rocket Three Musketeers Witch Giant Skeleton
Rocket Three Musketeers Baby Dragon Witch P.E.K.K.A
Elite Barbarians P.E.K.K.A Three Musketeers
Rocket Elite Barbarians Three Musketeers P.E.K.K.A
Three Musketeers Elite Barbarians Witch P.E.K.K.A
Elite Barbarians Three Musketeers Baby Dragon Witch
Baby Dragon Witch Giant Skeleton
P.E.K.K.A Elite Barbarians Three Musketeers
Elite Barbarians Baby Dragon Witch Giant Skeleton P.E.K.K.A

Counters to secondary win conditions

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

Elite Barbarians Witch Giant Skeleton P.E.K.K.A
Elite Barbarians Rocket Baby Dragon
Giant Skeleton P.E.K.K.A Elite Barbarians Rocket Witch
Rocket Giant Skeleton P.E.K.K.A Elite Barbarians
Giant Skeleton P.E.K.K.A Elite Barbarians Three Musketeers Witch
Rocket Three Musketeers Baby Dragon Witch
Rocket P.E.K.K.A Elite Barbarians Witch Giant Skeleton
Giant Skeleton P.E.K.K.A Elite Barbarians
Rocket Giant Skeleton P.E.K.K.A Elite Barbarians Baby Dragon Witch
Witch P.E.K.K.A Three Musketeers
P.E.K.K.A Elite Barbarians Witch Giant Skeleton
Rocket P.E.K.K.A Elite Barbarians Giant Skeleton
Elite Barbarians Rocket Giant Skeleton P.E.K.K.A Three Musketeers Witch
Three Musketeers Baby Dragon Witch
Elite Barbarians Witch Rocket Three Musketeers Baby Dragon Giant Skeleton P.E.K.K.A
Elite Barbarians Baby Dragon Witch Giant Skeleton 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.)

Rocket Baby Dragon Giant Skeleton
Baby Dragon
Rocket Baby Dragon Giant Skeleton
Rocket Giant Skeleton
Rocket Baby Dragon
Rocket Baby Dragon Witch
Baby Dragon Witch
Baby Dragon
Rocket Elite Barbarians Three Musketeers
Rocket
Rocket Baby Dragon
Rocket Elite Barbarians Three Musketeers Baby Dragon
Rocket Baby Dragon
Elite Barbarians Baby Dragon
Rocket Three Musketeers Baby Dragon Witch
Rocket Three Musketeers Baby Dragon
Rocket Three Musketeers
Rocket
Rocket Three Musketeers Baby Dragon
Rocket Baby Dragon Witch
Rocket Baby Dragon Giant Skeleton
Rocket
Rocket
Rocket Baby Dragon
Baby Dragon Witch
Witch
Baby Dragon Witch
Baby Dragon Witch
Rocket Baby Dragon
Elite Barbarians Baby Dragon Witch
Rocket Witch
Elite Barbarians
Rocket
Rocket
P.E.K.K.A Giant Skeleton
Rocket
Rocket Witch
Rocket Three Musketeers Baby Dragon Witch
Rocket Three Musketeers Baby Dragon
Baby Dragon
Rocket Giant Skeleton
Elite Barbarians Three Musketeers P.E.K.K.A
Elite Barbarians Rocket Baby Dragon Witch Giant Skeleton
Rocket Witch
Rocket Baby Dragon Witch Giant Skeleton

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