My Best Clash Royale Deck

Deck Check Rating

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

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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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

Defensive buildings

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

Cannon 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 Knight Royal Giant Tombstone Musketeer

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.

Fireball

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.

Fireball

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

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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.

Knight Tombstone Mini 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 Fireball

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.

Fireball 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Knight Cannon Tombstone Fireball Mini P.E.K.K.A Musketeer Royal Giant

Shortest cycle

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

10 Skeletons Knight Cannon Tombstone

Attack Synergies 2 3

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
Knight
Musketeer Fireball
Cannon
Royal Giant
Fireball Musketeer
Tombstone
Fireball
Royal Giant Knight
Mini P.E.K.K.A
Musketeer
Musketeer
Knight Royal Giant Mini P.E.K.K.A

Defense Synergies 6 11

Skeletons
Cannon Musketeer Knight Tombstone Mini P.E.K.K.A
Knight
Cannon Musketeer Skeletons Fireball Mini P.E.K.K.A
Cannon
Skeletons Knight Musketeer Fireball Mini P.E.K.K.A
Royal Giant
Tombstone
Musketeer Skeletons Fireball
Fireball
Knight Cannon Tombstone Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A
Skeletons Knight Cannon Fireball Musketeer
Musketeer
Skeletons Knight Cannon Tombstone Fireball Mini P.E.K.K.A

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.

Knight Cannon Tombstone Fireball Musketeer
Mini P.E.K.K.A Skeletons Knight Cannon Tombstone Musketeer
Cannon Mini P.E.K.K.A Skeletons Knight Tombstone Musketeer
Cannon Mini P.E.K.K.A Skeletons Knight Tombstone Musketeer
Tombstone Fireball Mini P.E.K.K.A
Fireball Skeletons Cannon Musketeer
Musketeer Cannon Tombstone Fireball
Cannon Fireball Musketeer
Cannon Mini P.E.K.K.A Skeletons Tombstone Musketeer
Knight Skeletons Cannon Mini P.E.K.K.A Musketeer
Skeletons Knight Cannon Tombstone Fireball Musketeer
Musketeer Fireball
Cannon Tombstone Mini P.E.K.K.A Skeletons Knight Fireball Musketeer
Fireball Cannon Tombstone Mini P.E.K.K.A
Mini P.E.K.K.A Knight Cannon Tombstone
Cannon Fireball Mini P.E.K.K.A
Skeletons Knight Cannon Tombstone Fireball Mini P.E.K.K.A Musketeer
Cannon Tombstone Fireball Knight Musketeer
Knight Cannon Tombstone Fireball Musketeer
Mini P.E.K.K.A Cannon Musketeer
Knight Cannon Fireball Mini P.E.K.K.A Musketeer
Cannon Tombstone Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Skeletons Tombstone Fireball
Fireball Knight Mini P.E.K.K.A Musketeer
Tombstone Skeletons Knight Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Knight Fireball Musketeer
Skeletons Knight Cannon Tombstone Mini P.E.K.K.A Musketeer
Fireball Skeletons Musketeer
Mini P.E.K.K.A Skeletons Knight Tombstone Fireball Musketeer
Mini P.E.K.K.A Knight
Skeletons Knight Tombstone Fireball Mini P.E.K.K.A
Skeletons Cannon Tombstone Musketeer
Knight Tombstone Mini P.E.K.K.A Musketeer
Fireball
Mini P.E.K.K.A Skeletons Knight Cannon Tombstone Fireball
Cannon Fireball Musketeer
Tombstone Skeletons Knight Fireball Mini P.E.K.K.A Musketeer
Cannon Fireball Mini P.E.K.K.A Musketeer
Cannon Tombstone Fireball

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.)

Fireball Knight Musketeer
Fireball Musketeer
Fireball
Knight Fireball Musketeer
Fireball
Fireball Musketeer
Musketeer
Fireball
Fireball
Fireball Mini P.E.K.K.A Musketeer
Knight Fireball Musketeer
Fireball Musketeer
Knight Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Musketeer
Fireball
Fireball Musketeer
Fireball
Musketeer
Fireball Musketeer
Fireball
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Mini P.E.K.K.A
Fireball Musketeer
Fireball
Fireball
Tombstone Fireball Musketeer
Fireball Musketeer
Fireball
Fireball Knight Mini P.E.K.K.A Musketeer
Fireball Musketeer
Fireball
Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball

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