My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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.

Bats Musketeer

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.

Bomber Bats Musketeer P.E.K.K.A

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Arrows

Punishments

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

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.

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.

Goblin Barrel

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
Bomber Bats Goblin Barrel Guards Skeleton Army
Giant Snowball
Bomber Bats Musketeer Goblin Barrel Guards Skeleton Army
Zap
Bomber Bats Goblin Barrel Guards Skeleton Army
Barbarian Barrel
Bomber Musketeer Goblin Barrel Guards Skeleton Army
The Log
Bomber Musketeer Goblin Barrel Guards Skeleton Army
Earthquake
Bomber Goblin Barrel Guards Skeleton Army
Arrows
Bomber Bats Goblin Barrel Guards Skeleton Army
Royal Delivery
Bomber Bats Musketeer Goblin Barrel Guards Skeleton Army P.E.K.K.A
Fireball
Bomber Musketeer Goblin Barrel Skeleton Army
Poison
Bomber Bats Musketeer Guards Skeleton Army
Lightning
Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Bats Arrows Guards Skeleton Army 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.

Goblin Barrel Skeleton Army

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.

Musketeer 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats Arrows Goblin Barrel Guards Skeleton Army Musketeer P.E.K.K.A

Shortest cycle

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

10 Bomber Bats Arrows Goblin Barrel

Attack Synergies 1 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.

Bomber
Bats P.E.K.K.A
Bats
Bomber Goblin Barrel P.E.K.K.A
Arrows
P.E.K.K.A Goblin Barrel
Musketeer
P.E.K.K.A
Goblin Barrel
Bats Arrows Guards Skeleton Army P.E.K.K.A
Guards
Goblin Barrel
Skeleton Army
Goblin Barrel
P.E.K.K.A
Arrows Bomber Bats Musketeer Goblin Barrel

Defense Synergies 1 9

Bomber
Bats Guards P.E.K.K.A
Bats
Bomber Musketeer P.E.K.K.A
Arrows
P.E.K.K.A
Musketeer
Guards Bats Skeleton Army P.E.K.K.A
Goblin Barrel
Guards
Musketeer Bomber Skeleton Army
Skeleton Army
Musketeer Guards
P.E.K.K.A
Bomber Bats Arrows Musketeer

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.

Bomber Musketeer
Skeleton Army P.E.K.K.A Bats Musketeer
Skeleton Army P.E.K.K.A Bomber Bats Musketeer
Skeleton Army P.E.K.K.A Bats Musketeer Guards
Bomber Arrows Skeleton Army P.E.K.K.A
Arrows Skeleton Army Bomber Bats Musketeer Guards
Bats Musketeer Arrows
Arrows Musketeer P.E.K.K.A
P.E.K.K.A Musketeer Skeleton Army
Guards Skeleton Army Bomber Musketeer
Bats Guards Skeleton Army Bomber Arrows Musketeer
Arrows Musketeer Bats
Skeleton Army P.E.K.K.A Bomber Bats Musketeer Guards
Bomber Skeleton Army Bats Arrows Guards P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A
Bomber Bats Arrows Musketeer Skeleton Army P.E.K.K.A
Arrows Bomber Bats Musketeer Guards Skeleton Army
Arrows Bomber Bats Musketeer Guards
P.E.K.K.A Musketeer
Bomber Skeleton Army Bats Arrows Musketeer Guards P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Guards Skeleton Army P.E.K.K.A
Bomber Arrows Musketeer
Guards Skeleton Army P.E.K.K.A Bats Musketeer
Guards Skeleton Army P.E.K.K.A Bats Musketeer
P.E.K.K.A Musketeer Guards Skeleton Army
Arrows Bats Musketeer
Guards Skeleton Army P.E.K.K.A Bats Musketeer
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Skeleton Army
P.E.K.K.A Musketeer Guards Skeleton Army
P.E.K.K.A Bats Musketeer Guards
Skeleton Army P.E.K.K.A Arrows Guards
Skeleton Army P.E.K.K.A Guards
Bomber Musketeer Skeleton Army
Guards Skeleton Army Bomber Bats Musketeer P.E.K.K.A
Bats Arrows Bomber Musketeer P.E.K.K.A
Bomber Arrows

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.)

Arrows Musketeer Guards
Arrows Musketeer
Arrows
Arrows Musketeer Guards
Bomber Arrows
Arrows Bats Musketeer
Bomber Arrows Musketeer
Arrows
Arrows
Bats Musketeer Guards
Arrows Musketeer
Arrows Musketeer
Musketeer
Arrows Musketeer
Arrows Musketeer
Bomber Arrows Musketeer
Arrows Musketeer
Arrows
Bomber Bats
Bomber Arrows Musketeer
Bomber Arrows
Musketeer
Arrows
Musketeer
Arrows Musketeer
Arrows Bomber
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Bats Arrows Musketeer
Bats Musketeer Guards
Bomber Arrows Musketeer
Arrows
P.E.K.K.A
Arrows
Bats Musketeer Guards Skeleton Army
Arrows Musketeer
Arrows
Musketeer
Arrows Bomber Musketeer
Arrows
Musketeer P.E.K.K.A
Bats Musketeer Guards
Bats Musketeer
Musketeer
P.E.K.K.A

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