My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Musketeer Electro Dragon

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.

Bats Knight Musketeer Electro Dragon P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Rocket Rage

Punishments

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

Mega Knight

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.

Knight P.E.K.K.A Mega Knight

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.

Electro Dragon

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
Bats
Giant Snowball
Bats Musketeer Electro Dragon
Zap
Bats
Barbarian Barrel
Knight Musketeer
The Log
Musketeer
Earthquake
Arrows
Bats
Royal Delivery
Bats Knight Musketeer Electro Dragon P.E.K.K.A
Fireball
Musketeer Electro Dragon
Poison
Bats Musketeer Electro Dragon
Lightning
Knight Musketeer Electro Dragon
Rocket
Musketeer Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Rocket Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Electro Dragon Mega Knight

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.

Bats Knight Rocket Rage P.E.K.K.A Mega Knight

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

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.

Bats Rage Knight Musketeer Electro Dragon Rocket P.E.K.K.A Mega Knight

Shortest cycle

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

11 Bats Rage Knight Musketeer

Attack Synergies 3 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.

Bats
Knight Mega Knight Rage P.E.K.K.A
Knight
Bats Musketeer Electro Dragon
Musketeer
Knight Electro Dragon P.E.K.K.A Mega Knight
Rocket
Rage
Bats Electro Dragon
Electro Dragon
Knight Musketeer Rage P.E.K.K.A Mega Knight
P.E.K.K.A
Bats Musketeer Electro Dragon
Mega Knight
Bats Musketeer Electro Dragon

Defense Synergies 3 5

Bats
Knight Musketeer P.E.K.K.A Mega Knight
Knight
Bats Musketeer Electro Dragon
Musketeer
Knight Bats P.E.K.K.A Mega Knight
Rocket
Rage
Electro Dragon
Knight
P.E.K.K.A
Bats Musketeer
Mega Knight
Bats 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.

Rocket Knight Musketeer Electro Dragon
P.E.K.K.A Bats Knight Musketeer Electro Dragon Mega Knight
Rocket P.E.K.K.A Mega Knight Bats Knight Musketeer Electro Dragon
P.E.K.K.A Bats Knight Musketeer Electro Dragon Mega Knight
Rocket P.E.K.K.A Mega Knight
Bats Musketeer Electro Dragon Mega Knight
Bats Musketeer Rocket Electro Dragon
Rocket Musketeer Electro Dragon P.E.K.K.A Mega Knight
P.E.K.K.A Musketeer
Knight Musketeer Mega Knight
Bats Knight Musketeer Electro Dragon Mega Knight
Musketeer Bats Electro Dragon
P.E.K.K.A Mega Knight Bats Knight Musketeer Rocket Electro Dragon
Rocket Mega Knight Bats Electro Dragon P.E.K.K.A
P.E.K.K.A Knight Mega Knight
Rocket P.E.K.K.A Mega Knight
Mega Knight Bats Knight Musketeer Electro Dragon P.E.K.K.A
Mega Knight Bats Knight Musketeer Electro Dragon
Bats Knight Musketeer Electro Dragon Mega Knight
P.E.K.K.A Musketeer
Mega Knight Bats Knight Musketeer Electro Dragon P.E.K.K.A

Counters to secondary win conditions

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

Knight Mega Knight P.E.K.K.A
Knight Musketeer Rocket Electro Dragon Mega Knight
P.E.K.K.A Mega Knight Bats Knight Musketeer Rocket Electro Dragon
Rocket P.E.K.K.A Mega Knight Bats Knight Musketeer
P.E.K.K.A Knight Musketeer Mega Knight
Rocket Bats Musketeer Electro Dragon
Rocket P.E.K.K.A Bats Knight Musketeer
P.E.K.K.A Mega Knight Knight
Rocket Electro Dragon P.E.K.K.A Mega Knight Bats Knight
P.E.K.K.A Musketeer
P.E.K.K.A Mega Knight Bats Knight Musketeer Electro Dragon
Rocket P.E.K.K.A Mega Knight
Rocket P.E.K.K.A Mega Knight Knight
Musketeer Electro Dragon Mega Knight
Electro Dragon Bats Knight Musketeer Rocket P.E.K.K.A
Bats Mega Knight Musketeer Electro Dragon 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.)

Knight Musketeer Rocket Electro Dragon
Musketeer Electro Dragon
Rocket Electro Dragon
Knight Musketeer Rocket
Rocket Mega Knight
Bats Musketeer Rocket Electro Dragon
Musketeer
Electro Dragon
Electro Dragon
Rocket Bats Musketeer Electro Dragon
Rocket Knight Musketeer Electro Dragon
Musketeer Rocket Electro Dragon
Rocket Knight Musketeer
Musketeer Rocket Electro Dragon
Musketeer
Rocket Musketeer Electro Dragon
Musketeer Rocket Electro Dragon Mega Knight
Rocket
Bats Rocket
Rocket Musketeer Electro Dragon Mega Knight
Rocket Electro Dragon Mega Knight
Rocket Musketeer Mega Knight
Rocket
Rocket Musketeer
Rocket Musketeer Electro Dragon
Electro Dragon Mega Knight
Musketeer Electro Dragon
Musketeer Electro Dragon Mega Knight
Rocket Musketeer
Bats Musketeer Electro Dragon
Rocket Electro Dragon Bats Musketeer
Musketeer Rocket Electro Dragon Mega Knight
Rocket Electro Dragon
P.E.K.K.A Mega Knight
Rocket
Bats Musketeer Rocket Electro Dragon
Rocket Musketeer Electro Dragon
Knight Musketeer Rocket Electro Dragon Mega Knight
Musketeer Electro Dragon
Rocket
Musketeer Electro Dragon P.E.K.K.A Mega Knight
Electro Dragon Bats Musketeer Rocket
Bats Musketeer Rocket Electro Dragon
Electro Dragon Musketeer Rocket Mega Knight
P.E.K.K.A
Rocket Electro Dragon Mega Knight

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