My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Musketeer Baby Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Musketeer Baby Dragon Dark Prince Rune Giant P.E.K.K.A

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Fireball

Punishments

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

Dark Prince

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.

Baby Dragon Dark Prince Rune Giant 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.

Dark Prince

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
Dark Prince
Giant Snowball
Musketeer Baby Dragon
Zap
Dark Prince
Barbarian Barrel
Musketeer Bomb Tower Dark Prince
The Log
Musketeer Dark Prince
Earthquake
Bomb Tower
Arrows
Royal Delivery
Musketeer Baby Dragon Dark Prince P.E.K.K.A
Fireball
Musketeer Bomb Tower Baby Dragon
Poison
Musketeer Bomb Tower
Lightning
Musketeer Bomb Tower Baby Dragon Dark Prince
Rocket
Musketeer Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Bomb Tower Baby Dragon Dark Prince

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.

Baby Dragon Dark Prince Rune Giant 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.

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.

Fireball Musketeer

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.

Berserker Fireball Musketeer Bomb Tower Baby Dragon Dark Prince Rune Giant P.E.K.K.A

Shortest cycle

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

14 Berserker Fireball Musketeer Bomb Tower

Attack Synergies 1 8

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.

Berserker
Rune Giant
Fireball
Baby Dragon Dark Prince
Musketeer
Baby Dragon Dark Prince Rune Giant P.E.K.K.A
Bomb Tower
Baby Dragon
Fireball Musketeer Dark Prince P.E.K.K.A
Dark Prince
Fireball Musketeer Baby Dragon
Rune Giant
Berserker Musketeer
P.E.K.K.A
Musketeer Baby Dragon

Defense Synergies 0 10

Berserker
Fireball
Musketeer Bomb Tower Dark Prince
Musketeer
Fireball Bomb Tower Baby Dragon Dark Prince P.E.K.K.A
Bomb Tower
Fireball Musketeer Baby Dragon
Baby Dragon
Musketeer Bomb Tower Dark Prince P.E.K.K.A
Dark Prince
Fireball Musketeer Baby Dragon
Rune Giant
P.E.K.K.A
Musketeer 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.

Fireball Musketeer Baby Dragon
Bomb Tower P.E.K.K.A Musketeer Dark Prince
Bomb Tower P.E.K.K.A Musketeer Dark Prince
Bomb Tower P.E.K.K.A Musketeer Dark Prince
Fireball Bomb Tower Dark Prince P.E.K.K.A
Fireball Musketeer Bomb Tower Baby Dragon Dark Prince
Musketeer Fireball Bomb Tower Baby Dragon
Fireball Musketeer Bomb Tower Baby Dragon P.E.K.K.A
P.E.K.K.A Musketeer Bomb Tower
Musketeer Dark Prince
Berserker Fireball Musketeer Bomb Tower Baby Dragon Dark Prince
Musketeer Fireball Baby Dragon
Bomb Tower P.E.K.K.A Fireball Musketeer Dark Prince
Fireball Bomb Tower Baby Dragon Dark Prince P.E.K.K.A
P.E.K.K.A Bomb Tower
Bomb Tower Fireball P.E.K.K.A
Bomb Tower Fireball Musketeer Dark Prince P.E.K.K.A
Fireball Bomb Tower Musketeer Baby Dragon Dark Prince
Bomb Tower Baby Dragon Fireball Musketeer Dark Prince
P.E.K.K.A Musketeer Bomb Tower
Dark Prince Fireball Musketeer Bomb Tower Baby Dragon P.E.K.K.A
P.E.K.K.A Bomb Tower

Counters to secondary win conditions

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

Fireball Dark Prince P.E.K.K.A
Fireball Musketeer Bomb Tower Baby Dragon
P.E.K.K.A Musketeer Bomb Tower Dark Prince
Dark Prince P.E.K.K.A Fireball Musketeer
P.E.K.K.A Musketeer Dark Prince
Fireball Musketeer Bomb Tower Baby Dragon
Dark Prince P.E.K.K.A Fireball Musketeer Bomb Tower
P.E.K.K.A Bomb Tower Dark Prince
P.E.K.K.A Fireball Bomb Tower Baby Dragon Dark Prince
P.E.K.K.A Musketeer
P.E.K.K.A Musketeer Bomb Tower Dark Prince
P.E.K.K.A Fireball Dark Prince
Dark Prince P.E.K.K.A Fireball Bomb Tower
Fireball Musketeer Bomb Tower Baby Dragon
Fireball Musketeer Bomb Tower Baby Dragon Dark Prince P.E.K.K.A
Fireball Musketeer Bomb Tower Baby Dragon Dark Prince P.E.K.K.A
Fireball Bomb Tower

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 Musketeer Baby Dragon
Fireball Musketeer Baby Dragon
Fireball Baby Dragon
Fireball Musketeer Dark Prince
Fireball Baby Dragon Dark Prince
Fireball Musketeer Baby Dragon
Musketeer Baby Dragon
Fireball Baby Dragon
Fireball
Fireball Musketeer
Fireball Musketeer Dark Prince
Fireball Musketeer Baby Dragon
Fireball Musketeer Baby Dragon
Fireball Musketeer Baby Dragon
Fireball Musketeer Baby Dragon
Fireball Musketeer Baby Dragon
Fireball Musketeer Baby Dragon
Fireball
Fireball Musketeer Baby Dragon Dark Prince
Fireball Baby Dragon
Fireball Musketeer Baby Dragon
Fireball
Musketeer
Fireball Musketeer Baby Dragon
Fireball Baby Dragon Dark Prince
Fireball Musketeer Baby Dragon
Fireball Musketeer Baby Dragon
Fireball Musketeer Baby Dragon
Fireball Musketeer Baby Dragon
Fireball Musketeer
Fireball
Fireball Musketeer
Fireball
P.E.K.K.A
Fireball
Fireball Musketeer Dark Prince
Fireball Musketeer Baby Dragon
Fireball
Fireball Musketeer Baby Dragon Dark Prince
Fireball Musketeer Baby Dragon
Fireball
Musketeer Dark Prince P.E.K.K.A
Fireball Musketeer Baby Dragon
Fireball Musketeer
Fireball Musketeer Baby Dragon Dark Prince
P.E.K.K.A
Fireball

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