My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of 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!

Similar decks

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.

Missing

Investments

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

Musketeer Elixir Collector Baby Dragon P.E.K.K.A Golem

Offensive cards

Win conditions

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

Golem

Damage spells

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

Arrows Lightning

Pump responses

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

Elixir Collector Lightning

Dropped at the bridge

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

Baby Dragon P.E.K.K.A Golem

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.

Golem

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
Guards
Giant Snowball
Musketeer Guards Baby Dragon
Zap
Guards
Barbarian Barrel
Musketeer Guards
The Log
Musketeer Guards
Earthquake
Elixir Collector Guards
Arrows
Guards
Royal Delivery
Musketeer Guards Baby Dragon P.E.K.K.A
Fireball
Musketeer Elixir Collector Baby Dragon
Poison
Musketeer Elixir Collector Guards
Lightning
Musketeer Elixir Collector Baby Dragon
Rocket
Musketeer Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon

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 Elixir Collector Guards Baby Dragon P.E.K.K.A Golem

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Guards Musketeer Baby Dragon Elixir Collector Lightning P.E.K.K.A Golem

Shortest cycle

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

14 Arrows Guards Musketeer Baby Dragon

Attack Synergies 4 6

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.

Arrows
P.E.K.K.A Golem Lightning
Musketeer
Baby Dragon P.E.K.K.A Golem
Elixir Collector
Guards
Baby Dragon
Golem Musketeer Lightning P.E.K.K.A
Lightning
Golem Arrows Baby Dragon
P.E.K.K.A
Arrows Musketeer Baby Dragon
Golem
Arrows Baby Dragon Lightning Musketeer

Defense Synergies 1 6

Arrows
Lightning P.E.K.K.A
Musketeer
Guards Baby Dragon P.E.K.K.A
Elixir Collector
Guards
Musketeer Baby Dragon
Baby Dragon
Musketeer Guards P.E.K.K.A
Lightning
Arrows
P.E.K.K.A
Arrows Musketeer Baby Dragon
Golem

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.

Lightning Musketeer Baby Dragon
P.E.K.K.A Musketeer
P.E.K.K.A Musketeer Lightning
P.E.K.K.A Musketeer Guards
Lightning Arrows P.E.K.K.A
Arrows Musketeer Guards Baby Dragon
Musketeer Lightning Arrows Baby Dragon
Lightning Arrows Musketeer Baby Dragon P.E.K.K.A
P.E.K.K.A Musketeer
Guards Musketeer
Guards Arrows Musketeer Baby Dragon
Arrows Musketeer Baby Dragon
P.E.K.K.A Musketeer Guards Lightning
Arrows Guards Baby Dragon P.E.K.K.A
P.E.K.K.A
Lightning P.E.K.K.A
Arrows Musketeer P.E.K.K.A
Arrows Musketeer Guards Baby Dragon
Arrows Baby Dragon Musketeer Guards
P.E.K.K.A Musketeer
Arrows Musketeer Guards Baby Dragon 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 P.E.K.K.A
Arrows Musketeer Baby Dragon Lightning
Guards P.E.K.K.A Musketeer Lightning
Guards Lightning P.E.K.K.A Musketeer
P.E.K.K.A Musketeer Guards
Arrows Musketeer Baby Dragon
Guards P.E.K.K.A Musketeer Lightning
P.E.K.K.A
Lightning P.E.K.K.A Baby Dragon
P.E.K.K.A Musketeer Guards
P.E.K.K.A Musketeer Guards
Lightning P.E.K.K.A Arrows Guards
Lightning P.E.K.K.A Guards
Musketeer Baby Dragon
Guards Musketeer Baby Dragon Lightning P.E.K.K.A
Arrows Musketeer Baby Dragon P.E.K.K.A
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.)

Lightning Arrows Musketeer Guards Baby Dragon
Arrows Musketeer Baby Dragon
Lightning Arrows Baby Dragon
Lightning Arrows Musketeer Guards
Arrows Baby Dragon
Arrows Musketeer Baby Dragon
Arrows Musketeer Baby Dragon
Arrows Baby Dragon Lightning
Arrows Lightning
Lightning Musketeer Guards
Lightning Arrows Musketeer
Lightning Arrows Musketeer Baby Dragon
Lightning Musketeer Baby Dragon
Lightning Arrows Musketeer Baby Dragon
Lightning Arrows Musketeer Baby Dragon
Lightning Arrows Musketeer Baby Dragon
Lightning Arrows Musketeer Baby Dragon
Lightning Arrows
Lightning
Lightning Arrows Musketeer Baby Dragon
Lightning Arrows Baby Dragon
Lightning Musketeer Baby Dragon
Lightning Arrows
Musketeer Lightning
Lightning Arrows Musketeer Baby Dragon
Arrows Baby Dragon
Arrows Musketeer Baby Dragon Lightning
Lightning Arrows Musketeer Baby Dragon
Lightning Arrows Musketeer Baby Dragon
Lightning Arrows Musketeer Baby Dragon
Lightning Musketeer Guards
Lightning
Lightning Arrows Musketeer
Lightning Arrows
P.E.K.K.A
Arrows Lightning
Lightning Musketeer Guards
Lightning Arrows Musketeer Baby Dragon
Arrows
Lightning Musketeer Baby Dragon
Arrows Musketeer Baby Dragon Lightning
Lightning Arrows
Musketeer P.E.K.K.A
Musketeer Guards Baby Dragon Lightning
Musketeer Lightning
Lightning Musketeer Baby Dragon
P.E.K.K.A
Lightning

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