My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Minions Firecracker Musketeer

Defensive buildings

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

Tombstone

Investments

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

Skeletons Bats Firecracker Tombstone Musketeer P.E.K.K.A

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.

Zap

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker

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 Tombstone P.E.K.K.A

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.

Minions 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.

Skeletons Bats Zap Minions Firecracker Tombstone Musketeer P.E.K.K.A

Shortest cycle

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

8 Skeletons Bats Zap Minions

Attack Synergies 2 10

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
Bats
Zap Minions Firecracker P.E.K.K.A
Zap
Firecracker P.E.K.K.A Bats Minions Musketeer
Minions
Bats Zap Firecracker P.E.K.K.A
Firecracker
Zap Bats Minions P.E.K.K.A
Tombstone
Musketeer
Zap P.E.K.K.A
P.E.K.K.A
Zap Bats Minions Firecracker Musketeer

Defense Synergies 2 24

Skeletons
Musketeer Bats Zap Minions Firecracker Tombstone P.E.K.K.A
Bats
Skeletons Zap Minions Firecracker Musketeer P.E.K.K.A
Zap
Skeletons Bats Minions Firecracker Tombstone Musketeer P.E.K.K.A
Minions
Skeletons Bats Zap Firecracker Tombstone Musketeer P.E.K.K.A
Firecracker
Skeletons Bats Zap Minions Tombstone Musketeer P.E.K.K.A
Tombstone
Musketeer Skeletons Zap Minions Firecracker
Musketeer
Skeletons Tombstone Bats Zap Minions Firecracker P.E.K.K.A
P.E.K.K.A
Skeletons Bats Zap Minions 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 Minions Firecracker Tombstone Musketeer
P.E.K.K.A Skeletons Bats Zap Minions Firecracker Tombstone Musketeer
P.E.K.K.A Skeletons Bats Minions Tombstone Musketeer
P.E.K.K.A Skeletons Bats Minions Firecracker Tombstone Musketeer
Firecracker Tombstone P.E.K.K.A
Skeletons Bats Zap Minions Firecracker Musketeer
Bats Minions Musketeer Zap Firecracker Tombstone
Zap Musketeer P.E.K.K.A
P.E.K.K.A Skeletons Minions Tombstone Musketeer
Skeletons Firecracker Musketeer
Bats Minions Skeletons Zap Firecracker Tombstone Musketeer
Minions Musketeer Bats Zap Firecracker
Tombstone P.E.K.K.A Skeletons Bats Zap Minions Musketeer
Bats Zap Minions Firecracker Tombstone P.E.K.K.A
P.E.K.K.A Tombstone
Zap P.E.K.K.A
Skeletons Bats Minions Firecracker Tombstone Musketeer P.E.K.K.A
Tombstone Bats Zap Minions Firecracker Musketeer
Zap Bats Minions Firecracker Tombstone Musketeer
P.E.K.K.A Musketeer
Bats Minions Firecracker Musketeer P.E.K.K.A
P.E.K.K.A Tombstone

Counters to secondary win conditions

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

Skeletons Zap Tombstone P.E.K.K.A
Zap Firecracker Musketeer
Tombstone P.E.K.K.A Skeletons Bats Zap Minions Musketeer
P.E.K.K.A Bats Zap Musketeer
P.E.K.K.A Skeletons Tombstone Musketeer
Firecracker Skeletons Bats Zap Minions Musketeer
P.E.K.K.A Skeletons Bats Minions Tombstone Musketeer
P.E.K.K.A
Zap P.E.K.K.A Skeletons Bats Minions Firecracker Tombstone
P.E.K.K.A Skeletons Tombstone Musketeer
P.E.K.K.A Bats Minions Tombstone Musketeer
P.E.K.K.A Zap
P.E.K.K.A Skeletons Tombstone
Firecracker Musketeer
Tombstone Skeletons Bats Zap Minions Firecracker Musketeer P.E.K.K.A
Bats Minions Zap Firecracker Musketeer P.E.K.K.A
Zap Tombstone

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.)

Firecracker Musketeer
Firecracker Zap Musketeer
Firecracker Musketeer
Zap Firecracker
Firecracker Bats Zap Minions Musketeer
Firecracker Musketeer
Zap Firecracker
Zap Firecracker
Bats Minions Musketeer
Firecracker Zap Musketeer
Zap Firecracker Musketeer
Firecracker Musketeer
Minions Firecracker Musketeer
Zap Firecracker Musketeer
Zap Firecracker Musketeer
Firecracker Musketeer
Bats Minions
Zap Firecracker Musketeer
Zap Firecracker
Minions Musketeer
Musketeer
Zap Musketeer
Zap Firecracker
Firecracker Zap Musketeer
Zap Musketeer
Zap Firecracker Musketeer
Bats Zap Firecracker Musketeer
Zap Bats Minions Firecracker Musketeer
Zap Musketeer
Zap Firecracker
P.E.K.K.A
Firecracker
Zap Bats Minions Tombstone Musketeer
Zap Firecracker Musketeer
Firecracker Musketeer
Zap Firecracker Musketeer
Zap
Firecracker Musketeer P.E.K.K.A
Zap Bats Minions Firecracker Musketeer
Firecracker Bats Zap Musketeer
Zap Firecracker Musketeer
P.E.K.K.A
Firecracker

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