My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Musketeer Witch

Defensive buildings

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

Cannon

Investments

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

Skeletons Royal Giant Musketeer Witch

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant Mini P.E.K.K.A

Pump responses

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

Missing

Dropped at the bridge

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

Royal Giant Mini 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.

Mini P.E.K.K.A

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
Skeletons Royal Giant Guards
Giant Snowball
Skeletons Cannon Musketeer Guards Witch
Zap
Skeletons Cannon Royal Giant Guards Witch
Barbarian Barrel
Skeletons Cannon Musketeer Guards Witch
The Log
Skeletons Cannon Royal Giant Mini P.E.K.K.A Musketeer Guards Witch
Earthquake
Skeletons Cannon Guards Witch
Arrows
Skeletons Guards Witch
Royal Delivery
Skeletons Mini P.E.K.K.A Musketeer Guards Witch
Fireball
Cannon Musketeer Witch
Poison
Cannon Musketeer Guards Witch
Lightning
Cannon Mini P.E.K.K.A Musketeer Witch
Rocket
Musketeer Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Arrows Mini P.E.K.K.A Guards

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.

Musketeer 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Cannon Guards Mini P.E.K.K.A Musketeer Witch Royal Giant

Shortest cycle

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

10 Skeletons Arrows Cannon Guards

Attack Synergies 1 5

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.

Skeletons
Arrows
Royal Giant Mini P.E.K.K.A
Cannon
Royal Giant
Arrows Musketeer Guards Witch
Mini P.E.K.K.A
Arrows Musketeer
Musketeer
Royal Giant Mini P.E.K.K.A
Guards
Royal Giant
Witch
Royal Giant

Defense Synergies 4 11

Skeletons
Cannon Musketeer Mini P.E.K.K.A Witch
Arrows
Cannon Mini P.E.K.K.A
Cannon
Skeletons Musketeer Arrows Mini P.E.K.K.A Guards Witch
Royal Giant
Mini P.E.K.K.A
Skeletons Arrows Cannon Musketeer Guards Witch
Musketeer
Skeletons Cannon Guards Mini P.E.K.K.A
Guards
Musketeer Cannon Mini P.E.K.K.A Witch
Witch
Skeletons Cannon Mini P.E.K.K.A Guards

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.

Cannon Musketeer
Mini P.E.K.K.A Skeletons Cannon Musketeer Witch
Cannon Mini P.E.K.K.A Witch Skeletons Musketeer
Cannon Mini P.E.K.K.A Witch Skeletons Musketeer Guards
Arrows Mini P.E.K.K.A
Arrows Skeletons Cannon Musketeer Guards
Musketeer Arrows Cannon Witch
Arrows Cannon Musketeer
Cannon Mini P.E.K.K.A Witch Skeletons Musketeer
Guards Skeletons Cannon Mini P.E.K.K.A Musketeer
Guards Witch Skeletons Arrows Cannon Musketeer
Arrows Musketeer Witch
Cannon Mini P.E.K.K.A Skeletons Musketeer Guards Witch
Arrows Cannon Mini P.E.K.K.A Guards Witch
Mini P.E.K.K.A Cannon
Cannon Mini P.E.K.K.A
Skeletons Arrows Cannon Mini P.E.K.K.A Musketeer Witch
Arrows Cannon Musketeer Guards Witch
Arrows Witch Cannon Musketeer Guards
Mini P.E.K.K.A Cannon Musketeer
Arrows Cannon Mini P.E.K.K.A Musketeer Guards Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Skeletons Witch
Arrows Mini P.E.K.K.A Musketeer
Guards Skeletons Mini P.E.K.K.A Musketeer Witch
Mini P.E.K.K.A Guards Musketeer
Skeletons Cannon Mini P.E.K.K.A Musketeer Guards Witch
Arrows Skeletons Musketeer Witch
Mini P.E.K.K.A Guards Skeletons Musketeer Witch
Mini P.E.K.K.A
Skeletons Mini P.E.K.K.A Witch
Witch Skeletons Cannon Musketeer Guards
Mini P.E.K.K.A Musketeer Guards Witch
Arrows Guards
Mini P.E.K.K.A Skeletons Cannon Guards Witch
Cannon Musketeer Witch
Guards Witch Skeletons Mini P.E.K.K.A Musketeer
Arrows Cannon Mini P.E.K.K.A Musketeer Witch
Arrows Cannon

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
Arrows
Arrows Musketeer Witch
Arrows Musketeer Witch
Arrows
Arrows
Mini P.E.K.K.A Musketeer Guards
Arrows Musketeer
Arrows Musketeer
Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer Witch
Arrows Musketeer
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Musketeer
Arrows Witch
Musketeer
Arrows
Musketeer
Arrows Musketeer
Arrows Witch
Witch
Arrows Musketeer Witch
Arrows Musketeer Witch
Arrows Musketeer
Arrows Musketeer Witch
Musketeer Guards Witch
Mini P.E.K.K.A
Arrows Musketeer
Arrows
Arrows
Musketeer Guards Witch
Arrows Musketeer Witch
Arrows
Mini P.E.K.K.A Musketeer
Arrows Musketeer
Arrows
Musketeer
Musketeer Guards Witch
Musketeer Witch
Musketeer Witch

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