My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker 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.

Bats Knight Firecracker Royal Giant Musketeer P.E.K.K.A

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.

Zap Tornado

Punishments

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

Royal Giant

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.

Knight Royal 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.

Firecracker

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Tornado

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 Tornado 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.

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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Knight Firecracker Tornado Musketeer Royal Giant P.E.K.K.A

Shortest cycle

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

10 Bats Zap Knight Firecracker

Attack Synergies 9 11

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 Royal Giant Zap Firecracker P.E.K.K.A
Zap
Firecracker Tornado P.E.K.K.A Bats Knight Royal Giant Musketeer
Knight
Bats Firecracker Musketeer Zap
Firecracker
Zap Knight Royal Giant Bats Tornado P.E.K.K.A
Royal Giant
Bats Firecracker Zap Musketeer Tornado
Musketeer
Knight Zap Royal Giant P.E.K.K.A
Tornado
Zap P.E.K.K.A Firecracker Royal Giant
P.E.K.K.A
Zap Tornado Bats Firecracker Musketeer

Defense Synergies 4 15

Bats
Knight Zap Firecracker Musketeer P.E.K.K.A
Zap
Bats Knight Firecracker Musketeer Tornado P.E.K.K.A
Knight
Bats Firecracker Musketeer Zap Tornado
Firecracker
Knight Bats Zap Musketeer Tornado P.E.K.K.A
Royal Giant
Musketeer
Knight Bats Zap Firecracker Tornado P.E.K.K.A
Tornado
P.E.K.K.A Zap Knight Firecracker Musketeer
P.E.K.K.A
Tornado Bats Zap Firecracker 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.

Zap Knight Firecracker Musketeer
P.E.K.K.A Bats Zap Knight Firecracker Musketeer
Tornado P.E.K.K.A Bats Knight Musketeer
P.E.K.K.A Bats Knight Firecracker Musketeer
Firecracker Tornado P.E.K.K.A
Tornado Bats Zap Firecracker Musketeer
Bats Musketeer Tornado Zap Firecracker
Zap Musketeer P.E.K.K.A
P.E.K.K.A Musketeer Tornado
Knight Tornado Firecracker Musketeer
Bats Zap Knight Firecracker Musketeer Tornado
Musketeer Bats Zap Firecracker Tornado
P.E.K.K.A Bats Zap Knight Musketeer
Bats Zap Firecracker Tornado P.E.K.K.A
P.E.K.K.A Knight
Tornado Zap P.E.K.K.A
Bats Knight Firecracker Musketeer Tornado P.E.K.K.A
Bats Zap Knight Firecracker Musketeer Tornado
Zap Tornado Bats Knight Firecracker Musketeer
P.E.K.K.A Musketeer Tornado
Bats Knight Firecracker Musketeer 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.

Knight Zap P.E.K.K.A
Zap Knight Firecracker Musketeer
P.E.K.K.A Bats Zap Knight Musketeer
P.E.K.K.A Bats Zap Knight Musketeer Tornado
P.E.K.K.A Knight Musketeer
Firecracker Bats Zap Musketeer Tornado
P.E.K.K.A Bats Knight Musketeer
P.E.K.K.A Knight
Zap P.E.K.K.A Bats Knight Firecracker Tornado
P.E.K.K.A Musketeer
P.E.K.K.A Bats Knight Musketeer
P.E.K.K.A Zap Tornado
P.E.K.K.A Knight
Firecracker Musketeer
Bats Zap Knight Firecracker Musketeer Tornado P.E.K.K.A
Bats Zap Firecracker Musketeer P.E.K.K.A
Zap

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 Firecracker Musketeer
Firecracker Zap Musketeer Tornado
Knight Firecracker Musketeer
Zap Firecracker
Firecracker Bats Zap Musketeer Tornado
Firecracker Musketeer Tornado
Zap Firecracker Tornado
Zap Firecracker Tornado
Bats Musketeer Tornado
Firecracker Zap Knight Musketeer Tornado
Zap Firecracker Musketeer Tornado
Knight Firecracker Musketeer
Firecracker Musketeer
Zap Firecracker Musketeer
Zap Firecracker Musketeer
Firecracker Musketeer
Tornado
Bats
Zap Firecracker Musketeer
Zap Firecracker Tornado
Musketeer
Tornado
Musketeer Tornado
Zap Musketeer
Zap Firecracker Tornado
Firecracker Zap Musketeer Tornado
Zap Musketeer Tornado
Zap Firecracker Musketeer Tornado
Bats Zap Firecracker Musketeer Tornado
Zap Bats Firecracker Musketeer
Zap Musketeer
Zap Firecracker
P.E.K.K.A
Firecracker
Zap Bats Musketeer
Zap Firecracker Musketeer Tornado
Knight Firecracker Musketeer
Zap Firecracker Musketeer
Zap Tornado
Firecracker Musketeer P.E.K.K.A
Zap Bats Firecracker Musketeer Tornado
Firecracker Bats Zap Musketeer Tornado
Zap Firecracker Musketeer Tornado
P.E.K.K.A
Firecracker

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