My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Missing cards in your collection

Ram Rider

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 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.

Rascals Three Musketeers Goblin Giant

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.

Rascals Royal Giant Three Musketeers Goblin Giant

Offensive cards

Win conditions

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

Royal Giant Hog Rider Three Musketeers Goblin Giant

Damage spells

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

Rocket Poison

Punishments

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

Royal Giant Hog Rider Goblin Giant

Pump responses

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

Rocket Poison

Dropped at the bridge

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

Rascals Royal Giant Hog Rider Goblin Giant

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.

Hog Rider

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 Hog Rider Three Musketeers Guards
Giant Snowball
Hog Rider Three Musketeers Guards
Zap
Royal Giant Three Musketeers Guards Goblin Giant
Barbarian Barrel
Rascals Three Musketeers Guards
The Log
Rascals Royal Giant Hog Rider Three Musketeers Guards
Earthquake
Hog Rider Guards
Arrows
Rascals Guards
Royal Delivery
Rascals Hog Rider Three Musketeers Guards
Fireball
Rascals Hog Rider Three Musketeers
Poison
Rascals Three Musketeers Guards
Lightning
Three Musketeers
Rocket
Rascals Hog Rider Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Rocket Poison

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Poison

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 Guards Poison

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

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Guards Hog Rider Poison Rascals Royal Giant Rocket Goblin Giant Three Musketeers

Shortest cycle

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

16 Guards Hog Rider Poison Rascals

Attack Synergies 1 10

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.

Rascals
Hog Rider
Royal Giant
Poison Hog Rider Rocket Guards
Hog Rider
Rascals Royal Giant Rocket Three Musketeers Guards Poison
Rocket
Royal Giant Hog Rider
Three Musketeers
Hog Rider Guards
Guards
Royal Giant Hog Rider Three Musketeers
Poison
Royal Giant Hog Rider Goblin Giant
Goblin Giant
Poison

Defense Synergies 0 1

Rascals
Royal Giant
Hog Rider
Rocket
Three Musketeers
Guards
Poison
Poison
Guards
Goblin Giant

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 Goblin Giant
Rascals Three Musketeers
Rocket Three Musketeers Rascals
Three Musketeers Rascals Guards
Rocket Poison
Rascals Guards
Rocket Three Musketeers Rascals Poison
Rocket Rascals Poison Goblin Giant
Three Musketeers Rascals
Guards Rascals
Guards Poison Rascals Goblin Giant
Three Musketeers Rascals Poison
Rascals Rocket Three Musketeers Guards
Rocket Three Musketeers Rascals Guards Poison
Rascals Three Musketeers
Rocket Rascals Three Musketeers
Three Musketeers Rascals Poison
Rascals Three Musketeers Guards
Poison Rascals Guards
Three Musketeers
Rascals Guards Poison Goblin Giant

Counters to secondary win conditions

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

Rascals Guards
Poison Rocket
Guards Rascals Rocket Goblin Giant
Rocket Guards Rascals Goblin Giant
Rascals Three Musketeers Guards Goblin Giant
Rocket Poison Rascals Three Musketeers Goblin Giant
Rascals Rocket Guards Goblin Giant
Rascals Goblin Giant
Rocket Poison
Three Musketeers Guards Goblin Giant
Rascals Guards
Rocket Guards Poison Goblin Giant
Rascals Rocket Three Musketeers Guards Goblin Giant
Rascals Three Musketeers
Rascals Guards Rocket Three Musketeers Poison Goblin Giant
Poison Rascals

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.)

Poison Rascals Rocket Guards
Poison
Rocket Poison Goblin Giant
Rascals Rocket Guards Poison
Rocket Poison
Poison Rocket Goblin Giant
Poison
Poison
Poison
Rocket Three Musketeers Guards Poison
Rocket Poison
Poison Rocket
Rocket Poison Three Musketeers
Rocket Poison
Poison
Rocket Three Musketeers Poison
Rocket Three Musketeers Poison
Rocket Three Musketeers Poison
Rocket
Rocket Three Musketeers Poison
Rocket Poison
Rocket Poison
Rocket Poison
Rocket
Rocket Poison
Poison
Poison
Poison
Rocket Poison
Poison
Rocket Guards Poison
Poison Rocket
Rocket Poison
Rocket Poison
Rocket Guards
Rocket Poison Three Musketeers
Poison Rascals Rocket Three Musketeers
Poison
Rocket Poison
Three Musketeers
Rascals Rocket Guards Poison
Rocket Poison
Poison Rocket Goblin Giant

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